Star Citizen Thread v6

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I made some reflections from the Gamescon presentation.

SC will have no fat people due to all the running that is needed.... People that complain that supercrusing to a station in ED takes to long time will get bored of all running fast.

The personal head-up thing looks cool but they overused the new thing to change weapons.....

Gravity? The asteroid base at Daymar should be pretty low gravity (or it is made from a white dwarf core?) Running looked like 1g and worse driving the car on the surface really didnt look like a low gravity thing.
Even Daymar that is much bigger (around 1000km if i remember) should have low gravity.
 
You spend $800 on ships?

[haha]
It's important people know this so they can tell not only who is really cool, but who is really wealthy and not a peasant.

As I've been told many times I'm only dissing SC because I'm poor and jealous and don't have lots of followers who want to serve under me on my ships.
 
It's important people know this so they can tell not only who is really cool, but who is really wealthy and not a peasant.

As I've been told many times I'm only dissing SC because I'm poor and jealous and don't have lots of followers who want to serve under me on my ships.

Briefly - This is genuinely a hierarchy of the SC community, and the game is to get closer to the devs. You can climb the hierarchy by spending money, streaming, producing news/transcripts, writing press etc.

It's worth recognising this when reading their reddit/forum etc.

Sorry, last off topic post I promise.
 
Briefly - This is genuinely a hierarchy of the SC community, and the game is to get closer to the devs. You can climb the hierarchy by spending money, streaming, producing news/transcripts, writing press etc.

It's worth recognising this when reading their reddit/forum etc.

Sorry, last off topic post I promise.

Finding it fascinating TBH.
 
Chris Roberts Q&A with a russian community representative at Gamescom 2017
Transcript. I edited out repetition and filler words, and changed sentence structure some, but tried to keep it as close as possible.Is it possible to stealth hijack a ship so all the oxygen goes out?
CR: You mean decompress the ship? Yeah, it will definitely be possible. If you blow a door open, then all the atmosphere inside will go out
So everybody dies?
CR: Well they need a suit on, if they have a suit on they won't die. But if they don't have their helmet on, they better get one on very quickly. Depending on the scale of the ship you would probably be able to vent the ship from the pilot's seat. That won't be in 3.0, but in 3.0 you will be able to blow doors and atmosphere will go out of the ship.
And is player stealth going to be possible?
CR: Yeah we're definitely going to be modeling stealth in terms of if you're quiet you can also keep your signature low. Certain suits, light armor, they'll be much better than medium or heavy armor which would have bigger EM signatures and also worse for trying to keep quiet. So yeah, stealth is definitely part of our plan. It's not going to be fully in 3.0, but after 3.0.
How does the Reclaimer processing room work? Is there a minigame to salvage ships or is it automatic?
CR: No, we're gonna have actual gameplay. First of all if you see wreckage you need to go out there and separate the items. Like a gun attached to a blown up wing you'd have to detach the gun and recover it as an item you can sell. Then you can salvage the actual debris and turn that into the equivalent of iron ore and then you can go sell it.
How about docking? Is it still there?
Yes, we are planning on doing docking. I don't know if we showed on the Idris but there's a whole docking airlock and docking collar. Like if you have an Idris and you park at a space station, it's too big to park at an actual pad. So like an airplane at an airport, you have an air-bridge, we have a version of that.
What about the soundtrack? Will the soundtrack be released before SQ42 or after?
CR: We'll do a soundtrack for SQ42 on release of SQ42, but we're also seeing a lot of music in SC. We'll probably have several releases along the way with that.
Are you working to expand Star Marine?
CR: We're working on an additional Star Marine level that will involve planetary combat. So that will be fun. We're always working on FPS features. Our goal on the FPS side is that you can try out Star Marine in competitive matches but also so it works in the the PU is to have the FPS we're doing equivalent to even what a dedicated FPS does. But on a slower more tactical/realistic side. As in [?] all the way to ARMA or something, but it's not just straight Call of Duty. That's why we're having stamina, suit punctures, stealth.
Is Death of a Spaceman still accurate for today's plans?
CR: Still the same plans. We're gonna do that.
Can we still hire NPCs to help man our ships?
CR: Yes, there will be, not in 3.0, but we are planning that. Like we showed the Idris which had 12 players and it was 6 on each ship and it was nice and close. In Squadron we have 18/19 NPCs just on the ship manning it. I suspect for the bigger capital ships like the Idris and above, and even the smaller ones, you'll have an NPC crew as well as your friends playing with you. So yes, you will be able to hire NPCs.
Will there be Russian localization?
CR: I don't know. Honestly it's just too early to say. We're building in the ability to do localization, but in terms of plans right now, it's too early to say. It also depends how we do it. If we can get community helpers to do it, maybe we can localize in more languages.
Yes, we can help.
CR: Well that's great, we just need to put a system in place for it. We're still working in support. So not quite yet, but that's our goal.​
Source: https://robertsspaceindustries.com/...forum/3/thread/chris-roberts-interview/421691
 

Viajero

Volunteer Moderator
Concepts.

It is also an undeniable manner to show how the finances of the project must obviously be rock solid. I rather have an audited account by a third party, but hey. Sleek´s contributions evidence is as good and reliable as any, innit?.
 
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Ahh yeah and Everquest 2 tried also "faceware"tech back in 2012......

[video=youtube;EZse9VPzv8c]https://www.youtube.com/watch?v=EZse9VPzv8c[/video]

[video=youtube;aKBjgtKO2gw]https://www.youtube.com/watch?v=aKBjgtKO2gw[/video]
 
Appreciate the transcript Rolan. Only thing that jumps out is docking, this was scheduled in early 2016 and I had someone reach out about 6 months ago to say (amongst other things) that someone had been working on docking and simply could not get it working.

The original guy scheduled to work on docking in 2016 left merely weeks after it popped onto his task list.
 
Interesting employee/salary view

Since the economy of the project is always popular i wanted to make a quick calculation. Someone compiled a timeline with employees so adding the 2014 average of game developer salaries we can get an average of the projects salary cost.

I've added the amount of months for each group/period people got paid combined with the monthly salary.

Business and management:101 572,00
Audio professionals:95 682,00
Programmers:93 251,00
Artists and animators:74 349,00
Producers:82 286,00
Game designers:73 864,00
Quality Assurance:54 833,00
Average:6 855,20

1.) Kickstarter (2 months)MonthsStaffSalaryTotal
- Oct 2012 - Star Citizen has been announced - 7 staff members170
- Nov 2012 - Croud founding campaign finised - 8 staff members180
2.) Early Company Development Phase / Early Development Phase (2 years):
- Feb 2013 - Austin studio opens - 20 staff members4206855548 400,00
- Jun 2013 - LA studio opens - 32 staff members35268551 069 380,00
- Aug 2013 - 1. Module released (Hangar) - 40 staff members05268550,00
- Oct 2013 - Foundry 42 studio announced - 52 staff members2526855712 920,00
- Dec 2013 - Austin studio upgrade / Start of community content shows - 60 staff members2606855822 600,00
- Feb 2014 - Foundry 42 (Manchaseter studio) opens - 93 staff members59368553 187 575,00
- Jun 2014 - 2. Module released (Arena Commander) - 139 staff members313968552 858 535,00
- Aug/Oct 2014 - Module improvements - 156 staff members315968553 269 835,00
- Dec 2014 - SC Alpha 1.0215968552 179 890,00
- Feb/July 2015 - Frankfurt studio opens - 205 staff members520568557 026 375,00
6855
- Apr 2015 - Performance Capture starts6855
- Aug 2015 - Multicrew Demo and Planetside announcement- 260 staff members6855
- Dec 2015 - Module update (PU - SC Alpha 2.0)526068558 911 500,00
- Jun 2016 - Module update (PU - SC Alpha 2.4)7260685512 476 100,00
- Aug 2016 - Module update (PU - SC Alpha 2.5)226068553 564 600,00
- Oct 2016 - CitizenCon - Planatery tech anouncement - 363 staff members236368554 976 730,00
- Dec 2016 - Module update (PU - SC Alpha 2.6):236368554 976 730,00
- Aug 2017 - GamesCon - PU - SC Alpha 3.0 build presentation - 400+ staff members8400685521 936 000,00
78 517 170,00

So in total the salaries seems to have been an average at 78 million since the projects inception leaving a current 80 million for other work related costs.
Then we have possible tax rebates, other private investors, loans on assets (buildings and other things) to add fuel to the project, not to mention the earlier British tax rebates that they utilized in 2013-2015.

So while the project as a whole seems pretty well off they are gaining a whole lot of salaries.

EDIT:AARGH Formatting!
 
Gravity? The asteroid base at Daymar should be pretty low gravity (or it is made from a white dwarf core?) Running looked like 1g and worse driving the car on the surface really didnt look like a low gravity thing.
Even Daymar that is much bigger (around 1000km if i remember) should have low gravity.

My guess in the current build there is no adjustment of gravity. Its either CryEngine default grav or zero gravity flight, although i presume their zero G is just them telling the engine not to apply gravity.
 
Interesting it has similar media attention back then but seems no more than a footnote on various fan wiki pages. Does the game still use it? Did it set the gaming world alight and have other games rushing to licence this amazing technology?

I can see some use of this though as long as it has less of the issues of TrackNoIR.

- It's basically using the same tech, just expanded to identify a face more than merely the head location but also to identify movement of the face.
- It requires a 60 fps camera to really work well
- It required (TrackNoIR) a well lit room to "see" the face.
 
I made some reflections from the Gamescon presentation.

Gravity? The asteroid base at Daymar should be pretty low gravity (or it is made from a white dwarf core?) Running looked like 1g and worse driving the car on the surface really didnt look like a low gravity thing.
Even Daymar that is much bigger (around 1000km if i remember) should have low gravity.

I doubt they have added that part into the build yet.

I remember them showcasing characters running in low gravity and jumping so it will most likely be added.

As for vehicles...I cannot wait to see someone driving off a cliff on an asteroid base and have enough velocity to break gravitational pull like the guy in Armageddon getting pushed into orbit by a gas plume.
 
My guess in the current build there is no adjustment of gravity. Its either CryEngine default grav or zero gravity flight, although i presume their zero G is just them telling the engine not to apply gravity.

Propably true. And modeling new things pulse and oxygen on the player seems more important than plausible gravity effect...
 
I can see some use of this though as long as it has less of the issues of TrackNoIR.

- It's basically using the same tech, just expanded to identify a face more than merely the head location but also to identify movement of the face.
- It requires a 60 fps camera to really work well
- It required (TrackNoIR) a well lit room to "see" the face.

Also you need to stare all the time with the right angle to the camera and even then maybe it will not pick up correctly the face expression.....I think thats just stupid&silly tech that could be fun for maybe 15-30min to use,otherwise it´s a waste of the unnecessary use of network bandwidth and cpu&mem....Its way easier just to make your avatar to open mouth when ever you start talking in your mic and game can give you to choose an option of your current emotional states(rage,happy,angry...etc)......but no I am sure that CIG will never do something that is so simple&practical.......
 
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Also you need to stare all the time with the right angle to the camera and even then maybe it will not pick up correctly the face expression.....I think thats just stupid&silly tech that could be fun for maybe 15-30min to use,otherwise it´s a waste of the unnecessary use of network bandwidth and cpu&mem....Its way easier just to make your avatar to open mouth when ever you start talking in your mic and game can give you to choose an option of your current emotional states(rage,happy,angry...etc)......but no I am sure that CIG will never do something that is so simple&practical.......

You forget one thing though.

- You will not require a Track-Ir headset since it only uses a camera so that is a plus.

The drawback is of course how this would even work with VR since we literally cover half our face except perhaps that the upper half of the face is completely expressionless while the mouth is flapping.
 
but no I am sure that CIG will never do something that is so simple&practical.......

I think that this Facewear thing was Sandworn 2.0 - it will never make to the actual game..in case there is game in the end...

It was just to show off some "cool" tech to fill time and create hype for whales...
 
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You forget one thing though.

- You will not require a Track-Ir headset since it only uses a camera so that is a plus.

The drawback is of course how this would even work with VR since we literally cover half our face except perhaps that the upper half of the face is completely expressionless while the mouth is flapping.

You honestly still believe that CIG is going to implement VR???
 
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