Star Citizen Discussions v7

It is basically - you aim, press button, and vola QT. At goal you come out of QT and you can fly around.

It is one thing though CIG hasn't moved away from original promise. QT has been promised that way for all life span of project.

OK thanks so a two stage process then (normal speed then boom, QT)? I've heard about afterburners, where do they fit in - just a slightly faster normal speed?

Actually, thinking about it, I'm not sure I get the orbital marker thing either - are they there to allow QT jumps around a planet to speed things up so you don't spend 3 hours approaching a planet once you've dropped out of QT?
 
OK thanks so a two stage process then (normal speed then boom, QT)? I've heard about afterburners, where do they fit in - just a slightly faster normal speed?

Actually, thinking about it, I'm not sure I get the orbital marker thing either - are they there to allow QT jumps around a planet to speed things up so you don't spend 3 hours approaching a planet once you've dropped out of QT?

Afterburners are like boost in ED just working longer. And yes to second question.
 
Got it, thanks. Seems a cumbersome way of doing it but I guess I'll find out once 3.0 goes live (whenever).

Well, considering that previous design called for automatic on rails landing, I will guess SC fans are bit happier about that. But it feels cumbersome comparing to freedom of supercruise.
 
Well, considering that previous design called for automatic on rails landing, I will guess SC fans are bit happier about that. But it feels cumbersome comparing to freedom of supercruise.

Yes things can happen to you in supercruise you can change speed and direction even use gravity wells for braking, QT seems static with no game-play associated with it.
 

This is what you are getting when people can actively live in echo chambers (and yes, that's me included, but I am highly sceptical by nature).

I mean do I believe in alternative universe where SC would have done right it would get nice player base? Sure

Would they be WoW numbers? Nope.

He has no clue what makes games popular, or how they find their player base.
 
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This is what you are getting when people can actively live in echo chambers (and yes, that's me included, but I am highly sceptical by nature).

I mean do I believe in alternative universe where SC would have done right it would get nice player base? Sure

Would they be WoW numbers? Nope.

He has no clue what makes games popular, or how they find their player base.

I have been watching a lot of the streams and have concluded the amount of $$ people have spent on SC is clouding their judgement on what they are seeing, maybe they are just happy to finally see something close to what was promised. But i expected to see a lot more outrage than i have seen so far, well it's early early alpha so things should get better i would hope.
 
Part 2 on the Spoony history of the Wing Commander franchise (when Spoony Experiment was still awesome). Privateer 2, by Erin Roberts. I was really, really looking forward to play this thing. When I finally got, well, the first two or three hours I wasn't sure what I did wrong. The main concept of Privateer I didn't work, trade. And the 'dogfights' in space were just horrible. So I stopped playing it for a few days, then tried it again, but finally gave up because it was simply not fun. The game is rubbish, seriously, and Spoony does a perfect job in this review to unfold the unbelievable trashy nature of this thing. Probably the studio that produced it blew most of the cash on the movie stuff whereas the game itself was clearly underfunded and had nothing to offer that made the first Privateer special. The film sequences are kinda cool of you like strange, trashy and crazy stuff.

So the Star Citizen dream team consists of a guy who made a great videogame in the early 90ies but then ruined the whole franchise with a horrible, horrible movie, and a guy, who made a cool-absurd Scifi-Movie for a video game, but ruined the actual game. Sounds promising :D

[video=youtube;v08KdO7EZU8]https://www.youtube.com/watch?v=v08KdO7EZU8[/video]
 
I have been watching a lot of the streams and have concluded the amount of $$ people have spent on SC is clouding their judgement on what they are seeing, maybe they are just happy to finally see something close to what was promised. But i expected to see a lot more outrage than i have seen so far, well it's early early alpha so things should get better i would hope.

Those people who have left in 'team Chris' they are just happy to get what they got. So I understand them. It doesn't make SC succesful project, but it at least is not complete and utter scam. It is just colossal mismanagement and that's all.
 
I know I've shown videos of his before, but I really like this bloke (spoiler tags because of language, you've been warned)

[video=youtube;_qBy3sNK4nE]https://www.youtube.com/watch?v=_qBy3sNK4nE[/video]

He very much wears his heart on his sleeve when it comes to SC, and boy does he ever get frustrated with the general bugginess and jankiness of 3.0 as it currently stands... I've only watched the first 20 or so minutes, it starts out fairly optimistic but rapidly descends into the usual farce... hilarious.
 
This straight-line travel thing, really shows how nice a game mechanic ED super-cruise is,,, with SC's straight line mechanic i don't see any possibility of interdiction, which means
camping at way-points will be a big issue.

The plan is to have interdiction spheres like EVE. So pirates travel along a QT route but stop at some point, drop an interdiction sphere. From there, players who travel along that route get pulled out of QT. As with EVE, the way to avoid it is bouncing, EG, taking a path around the sphere by not going in the same line. In EVE you can often use D-Scan to check if there are bubbles first, don't know if such a thing will be possible in SC.
 
No - the straight line mechanic is required for the level of fidelity CIG are aiming at.

Commandos will be plotting points in grease pencil on their monitors, cuffing sweaty brows, and clicking stopwatches to get that perfect interdiction.

All their target will be able to do is hold their breath so nobody else hears them, or perhaps hide behind a quasar.
 
Part 2 on the Spoony history of the Wing Commander franchise (when Spoony Experiment was still awesome). Privateer 2, by Erin Roberts. I was really, really looking forward to play this thing. When I finally got, well, the first two or three hours I wasn't sure what I did wrong. The main concept of Privateer I didn't work, trade. And the 'dogfights' in space were just horrible. So I stopped playing it for a few days, then tried it again, but finally gave up because it was simply not fun. The game is rubbish, seriously, and Spoony does a perfect job in this review to unfold the unbelievable trashy nature of this thing. Probably the studio that produced it blew most of the cash on the movie stuff whereas the game itself was clearly underfunded and had nothing to offer that made the first Privateer special. The film sequences are kinda cool of you like strange, trashy and crazy stuff.

So the Star Citizen dream team consists of a guy who made a great videogame in the early 90ies but then ruined the whole franchise with a horrible, horrible movie, and a guy, who made a cool-absurd Scifi-Movie for a video game, but ruined the actual game. Sounds promising :D

https://www.youtube.com/watch?v=v08KdO7EZU8

"Did they even test this? This isn't complicated..."
Hmmm. Seems relevant.
 
No - the straight line mechanic is required for the level of fidelity CIG are aiming at.

Commandos will be plotting points in grease pencil on their monitors, cuffing sweaty brows, and clicking stopwatches to get that perfect interdiction.

All their target will be able to do is hold their breath so nobody else hears them, or perhaps hide behind a quasar.

The only game mechanic type of reason I can think of for the straight line business, is to focus play on points of interest: Pick your destination and off you go, with the QT transit being a convenient time to load the stuff required for where you end up.
Not sure how that will translate into the promised feature of exploration - but there you go.
I last played it in April with 2.6.whatever, I found the mechanic pretty much OK to use, though I was not keen on pointing my ship to find the place I wanted to go, would rather have a map to pick the destination, then point my ship in the right direction before engaging ludicrous speed - is that basic feature in 3.0?
 
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