The Star Citizen Thread v8

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Yes - it is absolutely seamless.

They still haven't fixed clipping through the vast majority of the geometry :D

Aww come on. We're all space game fans here. This is pretty cool. I think the idea of a big ship that you can walk around in and fly is just awesome.

I'm sure there are plenty of bugs but I can't imagine that they can't fix the bugs in the next two years.

I don't care about all the other stuff. I just want to play around with the ships like I do with flight simulators.

I really wish Star Citizen would spinoff a pure space flight simulator in the same mold as DCS and other simulators. You get the spaceships and maps and some combat or rescue scenarios to play around with.
 
Aww come on. We're all space game fans here. This is pretty cool. I think the idea of a big ship that you can walk around in and fly is just awesome.

I'm sure there are plenty of bugs but I can't imagine that they can't fix the bugs in the next two years.

I don't care about all the other stuff. I just want to play around with the ships like I do with flight simulators.

I really wish Star Citizen would spinoff a pure space flight simulator in the same mold as DCS and other simulators. You get the spaceships and maps and some combat or rescue scenarios to play around with.

The idea of it is pretty cool. The early ED videos have several devs saying it was one of the cool things they were looking forward to doing.

There is a 'DCS Spaceship' in early access right now - Rogue System. It even has zero g first person inside the cockpit.

Star Citizen needs a working engine before it can begin to tackle anything resembling the complexity of Rogue System's study level ship systems.
 
Aww come on. We're all space game fans here. This is pretty cool. I think the idea of a big ship that you can walk around in and fly is just awesome.

If you want seamless large ship boarding, there's always Space Engineers. It's terribly buggy, has no NPC besides spawned ships flying in a straight line and its networking is even worse than SC, but there's mining and planetary landings. I remember playing during a free week, and a bug made an NPC military transport register as friendly, so I was ignored by the outer turrets and had to deal with the interior ones only. I didn't have any other ship yet, so I had to catch up to it in a spacesuit (helped by the fact that while my spacesuit's max speed was 144 m/s, the transporter couldn't fly faster than 10m/s), tunnel through the forward gate and dodge the turret.
 

dayrth

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...I'm sure there are plenty of bugs but I can't imagine that they can't fix the bugs in the next two years....

I surprised you say that. Judging by their performance over the past six years, I would have though it a racing certainty that almost all the bugs there are now will still be there in two years. That is if CIG are still going by then.
 
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Do you get as excited about buildings?

I can go from "walking out for some stamps" to "floating around the bar and watching the cricket" pretty seamlessly, and quite enjoy it. Never underestimate well thought out building internals, especially ones with beer.
 
Aww come on. We're all space game fans here. This is pretty cool. I think the idea of a big ship that you can walk around in and fly is just awesome.
The idea of a big ship that you can walk around in and also pilot is indeed pretty neat, and when Battlefield did it back in 2002, it was even a pretty nifty technical feat. These days, when every engine out there offers built-in methods to trivially connect and transition between micro- and macro-level world representations, it has rather shifted from an “wow, cool” to a “…but what for?” kind of consideration. Doing it for the purpose of doing it would have worked if the concept was new and impressive, but that time has long since passed — now it's just indicative of very bad design.

I'm sure there are plenty of bugs but I can't imagine that they can't fix the bugs in the next two years.
There's next to nothing to suggest anything of the kind, and quite a lot of suggest the exact opposite.

I just want to play around with the ships like I do with flight simulators.
That's never going to happen for the simple reason that there is nothing to simulate. To do that, they'd first have to go through all the engineering minutiae of actually designing the ridiculous numbers of systems required for such a complex machine to work, and there is no-one at the company that even comes close to having that kind of systems competence (never mind the competence to make it even remotely simulation-level realistic).

SC is a hugely simplified simulacrum of space opera, because that's what the people behind it are familiar with. Unless you replace everyone, that's all it ever can be… and based on their performance so far, it seems likely that it can't even be that.
 
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The idea of a big ship that you can walk around in and also pilot is indeed pretty neat, and when Battlefield did it back in 2002, it was even a pretty nifty technical feat. These days, when every engine out there offers built-in methods to trivially connect and transition between micro- and macro-level world representations, it has rather shifted from an “wow, cool” to a “…but what for?” kind of consideration. Doing it for the purpose of doing it would have worked if the concept was new and impressive, but that time has long since passed — now it's just indicative of very bad design.

LOL, I remember playing the heck out of Battlefield 2002. But it wasn't really much of a ship with functioning systems. It was certainly cool back in the day.

I sometimes play From Other Suns, which is a VR game like FTL. You also run around a big ship but you can't really navigate the ship except to various jump points. But being in a spaceship with friends or strangers is fun.

If they could add VR to this game then I would be in heaven.
 
I can go from "walking out for some stamps" to "floating around the bar and watching the cricket" pretty seamlessly, and quite enjoy it. Never underestimate well thought out building internals, especially ones with beer.

I do appreciate a well populated environment, but the idea of proper space hulks and stations that are fully interesting and realised is more exciting - only that's a whole game each time and I'd rather still be alive to see this released.
 
I suspect a great many of those accounts are subscribers from free play weekends.
I would suspect many others would be duplicate accounts as users take advantage of the free cash

No need to suspect. Turbulent has explicitly let slip that this is the case — the citizen counter does not count citizens or subscribers or anything of any real value, just the number of accounts that have been created, irrespective of type and reason. It was a 50/50 split between paying accounts and non-paying one two years ago (and as always, the number of actual people is less than the number of accounts), and there's no reason to believe that this ratio has gone up since then.
 
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LOL, I remember playing the heck out of Battlefield 2002. But it wasn't really much of a ship with functioning systems. It was certainly cool back in the day.

The point is, it was done. What CIG are doing is bigger...not groundbreaking, not new, not something they can say is taking a long time because it hasn't been done before. I could also point out World of Warcraft...that has moving ships with players and (limited) interaction and has had that tech in play since 2004

If they could add VR to this game then I would be in heaven.

It seems very doubtful they will do the "refactoring "necessary to implement viable VR is SC.
 
No need to suspect. Turbulent has explicitly let slip that this is the case — the citizen counter does not count citizens or subscribers or anything of any real value, just the number of accounts that have been created, irrespective of type and reason. It was a 50/50 split between paying accounts and non-paying one two years ago (and as always, the number of actual people is less than the number of accounts), and there's no reason to believe that this ratio has gone up since then.

Well, there has been fewer free play weekends to attract be players to try the game out.
And duplicate accounts tend to buy the package, so CIG made their money.

But yes....2 million accounts may be good, but that doesn't translate into 2 million players. Take away the dormant accounts, the duplicates and the freebies and you likely have a lot less
 
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Couldn't that have been managed by having clear design decisions and goals right from the start. Saying they need to be careful and take their time because they have allowed people to dream up all sorts of scenarios is CIG's fault, not the backers...
 
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Couldn't that have been managed by having clear design decisions and goals right from the start. Saying they need to be careful and take their time because they have allowed people to dream up all sorts of scenarios is CIG's fault, not the backers...

But if you manage people's expectations by deciding those kinds of things from the outset, they'll be able to make informed decision as to whether that sounds like something they want or not. That doesn't pay nearly as well as having everyone believe that their specific dream mechanic will be implemented.

Also, it would lock you out of constantly changing your mind about what the focus should be every time you see something new and fancy in a movie. You'd also have to grow a spine and be able to say “no, we're doing this for [reasons]” — that's just an unrealistic burden to put on a manager or production executive.
 
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