Star Citizen Thread v6

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Derek is tweeting that there have been a few staff exits this week including Nicole Hendrix, the marketing manager. Nothing on Linkedin to confirm this yet but 4 new CIG vacancies went up during September - 2 art, 1 technical and 1 QA. There are 59 vacancies on there right now, it has stayed consistently at ~60 vacancies since May 2015 when I started keeping an eye on it.

Amazing how many vacancies they have all the time in relation to their total number of staff. Either that indicates high turnover or they just can't fill the positions.
 
Its amazing how much progress you can make when you re-scope a release to remove features that have bugs :D

I'd like to remind the fans that CIG themselves said they were doing this... but i can already guess the responses, so ill save myself the effort.

The big drop in the graph between the 11th and 13th is probably when they had their big designers pow-wow and made all the feature cuts. By the time the must-fix bugs count reaches zero, the feature count might too, and 3.0 will add little more than a splash screen with 3.0 written on it. And they'd probably still manage to get that wrong.
 
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Tldr air traffic controllers and landing are similar to ED except they chose to mocap them.
Bug count is 7.

Mocapped flight controllers seems a real extravance, especially the guy drinking his cup of tea.

Are they reassingning bugs so they can get something out to the evocati with the intention of adding those reassigned bugs back in afterwards? Would make the PTU and live release quite some time away if that is the case.
 
Mocapped flight controllers seems a real extravance, especially the guy drinking his cup of tea.

Are they reassingning bugs so they can get something out to the evocati with the intention of adding those reassigned bugs back in afterwards? Would make the PTU and live release quite some time away if that is the case.

I think this was the gist of it.
 
No Around the Verse this Thursday.

I has a sad :(
Awww....

This thread has been quite depressing lately. :(

Here, I made one ATV, just to cheer you up! :)

kTfCNSd.png


 
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If you need a good laugh listen to what they want to do with AI flight controllers
https://youtu.be/tV2qhhtsMA0?t=18m52s

CIG reckon each flight controller is going to be an individual AI who will sit down at his desk, drink his coffee, and respond in his own pre-recorded voice with pre-recorded mocap to player requests. They have a 'Dialogue Supervisor' guy explain it all to you. They demo one of the pre-recorded AI voices, which welcomes you to the station in his cheery, cheezy west coast pot-head accent.

It is RIDICULOUS.

If the AI for whatever reason hasn't shown up to work that day a generic computer voice takes over.

The dialogue supervisor guy is a pure Hollywood hanger-on, it's worth watching just to hear someone who can out- Chris Roberts.
 
If you need a good laugh listen to what they want to do with AI flight controllers
https://youtu.be/tV2qhhtsMA0?t=18m52s

CIG reckon each flight controller is going to be an individual AI who will sit down at his desk, drink his coffee, and respond in his own pre-recorded voice with pre-recorded mocap to player requests. They have a 'Dialogue Supervisor' guy explain it all to you. They demo one of the pre-recorded AI voices, which welcomes you to the station in his cheery, cheezy west coast pot-head accent.

It is RIDICULOUS.

If the AI for whatever reason hasn't shown up to work that day a generic computer voice takes over.

The dialogue supervisor guy is a pure Hollywood hanger-on, it's worth watching just to hear someone who can out- Chris Roberts.

I wonder how they come up with that stuff, are they actually representing stuff that went into the development process, or do they invent stuff to be able to fill the video commercials for their game? Who had the idea that this would have any relevance in a space shooter game if there is a computer-steered character instead of just a plain algorithm that manages free landing pads.
 
It all seems so totally unnecessary, I don't want to listen to some NPC's backstory, I want to land my damn ship.
I guarantee players will get bored of that and want to turn it off after a few variations.

Are you saying that gameplay and game design should take a front seat to a simulation simulacrum of pointless minutia? How mean! You obviously do not understand game making etc etc. :D
 
Nothing is too ambitious if you have to keep project to float around with people who understand zero about game design but know they can dream.

Also obvious last ditch survival push for Citizencon is obvious. Good riddance.
 
It all seems so totally unnecessary, I don't want to listen to some NPC's backstory, I want to land my damn ship.
I guarantee players will get bored of that and want to turn it off after a few variations.

It all depends on how it's implemented. We would probably need some sort of branching options comms system to make it less annoying.

But being able to ask the controller "tell me about yersel" could be fun

As could the opposite side of the coin "just give me the pad number"



Of course it will get repetitive after a while, but then so does everything in every game.
 
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