The Star Citizen Thread v8

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So 4 years after the backer poll they used to increase the scope...

They are having another backer poll to reduce it again! You can't make this up
 
From this week's ATV


Interesting to see what the poll options will be.

They are seriously asking backers to help them set priorities? The comedy just doesn't stop!

How about:

1) Focus on shipping a core game with decent performance first and forget about all the fluff. Then get all the kickstarter stuff done. Faceware is not critical. Planetary stuff is not critical. Megacities are not critical. Pets are not... oh damn, that was a kickstarter promise wasn't it?
 
At the level I backed, I rather think I did.

Actually, you didn't. No matter what level you backed (and i'm a LEP owner as well) you backed based on the general vision of what FD wanted to do. Maybe you can prove me wrong, but i don't recall anywhere FD saying that 100% space legs would be implemented in the future. Its just something they would like to do. eg: the kickstarter video where Braben talks about how one day he would like to get out of his ship and go big game hunting. I don't recall him saying that it would definitely get implemented.

I know, semantics, but ultimately it depends on how long FD can afford to keep development going and what they can do and as long as people are playing as well.

Even the DDF is largely "what we would like to do".
 
Can confirm, 10 or so Reclaimers flying around Port Olisar take my normal 40 - 50 fps in 3.1 PTU down to 7. :)

They seriously need to get bind culling functioning since i imagine each ship counts as 20 people just to account for all the components in them that we do not need to see or know about.
 
1) Focus on shipping a core game with decent performance first and forget about all the fluff. Then get all the kickstarter stuff done. Faceware is not critical. Planetary stuff is not critical. Megacities are not critical. Pets are not... oh damn, that was a kickstarter promise wasn't it?

Yup, ship SQ42 FIRST, any other mechanic not REQUIRED for SQ42 is put aside until SQ42 is DONE.

I mean, that part of the whole game idea is THE commercial for the rest of it if they pull it off with the all-star cast and if they create an exciting campaign which could create an interest in whatever they release after that.
 
Actually, you didn't. No matter what level you backed (and i'm a LEP owner as well) you backed based on the general vision of what FD wanted to do. Maybe you can prove me wrong, but i don't recall anywhere FD saying that 100% space legs would be implemented in the future. Its just something they would like to do. eg: the kickstarter video where Braben talks about how one day he would like to get out of his ship and go big game hunting. I don't recall him saying that it would definitely get implemented.

I know, semantics, but ultimately it depends on how long FD can afford to keep development going and what they can do and as long as people are playing as well.

Even the DDF is largely "what we would like to do".

We all know, that big game hunting on a procedural alien world at the level of quality we expect from Elite is as unlikely as SC being released with bare minimum of what they have promised at a decent quality. :)
 
This is just my opinion. Everyone is entitled to their own. I'm a developer but not a game developer

To be honest, from your posts here, the way you misrepresent XPacs as WIPs, the fact you don't understand what a flight model is.....I very much doubt you are any kind of developer.

No developer could possibly call Elite an unfinished WIP game. Doing so demonstrates a fundamental lack of understanding or knowledge of the development process that is incompatible with being a developer. Not just not a games developer, but any developer should be familiar with XPacs and DLC and additional features activated and added upon additional payment.
 
Yup, ship SQ42 FIRST, any other mechanic not REQUIRED for SQ42 is put aside until SQ42 is DONE.

I mean, that part of the whole game idea is THE commercial for the rest of it if they pull it off with the all-star cast and if they create an exciting campaign which could create an interest in whatever they release after that.

Not sure the MMO fans will like that :p
 
Yup, ship SQ42 FIRST, any other mechanic not REQUIRED for SQ42 is put aside until SQ42 is DONE

I don't think they can. Quite a lot of what they have planned for S42 requires Star Citizen. The most they could possibly cut would be the MMO aspect. And that should have been one of the first elements created for SCs engine.

They could do it anyway, but in several aspects that would mean effectively creating and maintaining two engines.
 
We all know, that big game hunting on a procedural alien world at the level of quality we expect from Elite is as unlikely as SC being released with bare minimum of what they have promised at a decent quality. :)

While it is true that space legs is something that will ultimately depend on ED maintaining a degree of success that justifies its continued development, I do also believe it is something that will eventually happen.

And in that case, big game hunting may very well be a feature. I'm thinking dedicated reserve worlds with dinosaurs and other creatures deliberately placed there.

OK....maybe they'll be robots dressed up like the real thing but still.....

What I don't expect is for it to receive the same degree of focus that it has in Star Citizen. More....I would expect it to be done....in its own manner...better than Star Citizen.

IMO, space legs in Star Citizen is, in its way, impressive. But it's impressive in the way a tech demo is impressive. It looks good....it demonstrates the feature is possible....but ultimately, the content that justifies its inclusion in a game is missing. There is quite a lot...at the minute, at any rate...of what I would call makework within Star Citizen. Quite a bit of stuff has been added that doesn't really add anything to the game, doesn't provide content, doesn't use interesting mechanics....it's just added the way it is simply so the game can make you walk around, simply so space legs can be used and justified.

This alone shows the lack of planning involved with Star Citizen. At no point have I ever thought that there was any plan or thought as to how Space Legs would fit into the game, no working out of mechanics or gameplay, no consideration of benefits or problems.

It has only ever been a "Wouldn't it be cool if...." type feature, and while there is nothing inherently wrong with that, the necessary time and resource investment in space legs requires that there should have been some thought about how it integrated into the actual game to justify that investment.

I would anticipate EDs iteration of space legs would not be so impressive as Star Citizens. I would anticipate HoloMe being used as a mechanic to bypass "corridor walking" or even the use of android bodies to provide a physical presence where necessary. I would anticipate certain limits on where we could go....being limited to a trade quarter within cities for example.

But the fact that FD have even raised the need for actual content to justify its inclusion tells me FD are giving this more thought than CIG appear to have done. And that implies at least a fair chance that their take might...in some ways...be better even if it isn't as seamless.
 
Latest Around the Verse...

[video=youtube;nMnLByr06IY]https://www.youtube.com/watch?v=nMnLByr06IY[/video]

Goes into a bit of detail on the work of the sound design team. A pretty good ATV (if you can get past the awkward Chris 'n' Sandi Show segments).
 
While it is true that space legs is something that will ultimately depend on ED maintaining a degree of success that justifies its continued development, I do also believe it is something that will eventually happen.

And in that case, big game hunting may very well be a feature. I'm thinking dedicated reserve worlds with dinosaurs and other creatures deliberately placed there.

OK....maybe they'll be robots dressed up like the real thing but still.....

What I don't expect is for it to receive the same degree of focus that it has in Star Citizen. More....I would expect it to be done....in its own manner...better than Star Citizen.

IMO, space legs in Star Citizen is, in its way, impressive. But it's impressive in the way a tech demo is impressive. It looks good....it demonstrates the feature is possible....but ultimately, the content that justifies its inclusion in a game is missing. There is quite a lot...at the minute, at any rate...of what I would call makework within Star Citizen. Quite a bit of stuff has been added that doesn't really add anything to the game, doesn't provide content, doesn't use interesting mechanics....it's just added the way it is simply so the game can make you walk around, simply so space legs can be used and justified.

This alone shows the lack of planning involved with Star Citizen. At no point have I ever thought that there was any plan or thought as to how Space Legs would fit into the game, no working out of mechanics or gameplay, no consideration of benefits or problems.

It has only ever been a "Wouldn't it be cool if...." type feature, and while there is nothing inherently wrong with that, the necessary time and resource investment in space legs requires that there should have been some thought about how it integrated into the actual game to justify that investment.

I would anticipate EDs iteration of space legs would not be so impressive as Star Citizens. I would anticipate HoloMe being used as a mechanic to bypass "corridor walking" or even the use of android bodies to provide a physical presence where necessary. I would anticipate certain limits on where we could go....being limited to a trade quarter within cities for example.

But the fact that FD have even raised the need for actual content to justify its inclusion tells me FD are giving this more thought than CIG appear to have done. And that implies at least a fair chance that their take might...in some ways...be better even if it isn't as seamless.

Slowly loosing interest in SC, however this is something I still like to follow. Walking around in SC is a basic feature from the CE, they really didn't do anything special in that regard. Several games did the ship to ground and visa versa mechanics so nothing new here.

I must say that i like some of the graphics in SC more than in ED, however they are all handcrafted and that is not what you want in a huge game world like in a space game. PG is the only way with handcrafted small areas.

Spacelegs in ED is something they really need to think about and design well, it has to work out of the box and limitation is as you said key here. However limitation is not bad per say, it all depends how you design it. You can give the illusion of limitless freedom, and still restrict the players movement.

A lot could be backdrops where you see people moving around however you can't get there. Air locks to get from one place into another, elevators, disinfection areas and so on.
 
I am ambivalent about spacelegs. I really enjoyed Mass Effect, as a latecomer to the games. But by the end of it, the running around from the police to the bar to the ambassador and so on became tedious. If you are not careful "Run here" just becomes one more skinner box.

Like quests in WoW that have you kill 10 mobs, then go back to the quest giver to find out you have to run all the way back to now get the head of the boss mob...
 
I am ambivalent about spacelegs.

Me too. The whole "wake up in bed, run down to the admin hub, spawn your ship, run to the landing pad, climb into the ship" thing in SC gets old really quickly. I appreciate that persistence should allow you to wake up in your ship and carry on where you left off, but unless there are solid gameplay reasons for it, being able to run around isn't really what I'm after in a space sim.
 
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