But aren't you? Zak MacKraken had a couple of locations to visit back in the day and even there not all were complete at launch. e.g. you couldn`t go to Atlanta because it was "closed for repairs". Now on this massively never done before scale there is really no reason to assume that EVERYTHING will be delivered right away at 156%.
As simple users we all wouldn't be capable to measure the whole vastness of the universe in just one glimpse anyway.
600 hand crafted planets, across 150 hand crafted systems, with 100 of those systems being ready and complete upon launch.
That's what was promised.
In reality....how long it will take to deliver upon that promise depends entirely on how much CIG are willing to go to handcraft those systems.
Fully automated, they could churn out millions of systems overnight...once they get their procgen routines working.
But that isn't what they promised....and handcrafting content, especially to the level of detail expected by SC backers and pushed by CIG, is time consuming and expensive. Why do games such as GTAV take so long. All that handcrafted content is a big reason. Look at how much effort Blizzard put into individual zones in Warcraft. CIG could easily spend a year or more crafting a single system...and JUSTIFY every second. Obviously, the reality is going to fall somewhere between those two extremes but a week per system gives two years simply developing content....some of which cannot be created until the finished game mechanics are known...for the launch systems and a week per system for a handcrafted zone is NOT a lot of time. It's perhaps 3 or 4 POIs per world...maybe more, maybe less, again depending on how much effort CIG put into the system. Game mechanics, in many ways, is the quick part of the process. You design a gameloop, you implement game loop, you test the game loop. Sure, you can continue refining the systems for years, but adding the basic gameplay can usually be done fairly quickly. It's the content that often takes a long time.
Of course, CIG could still end up with a system per week and spend a lot longer on each by having multiple teams, but that means taking programmers and artists away from other projects. Such as ships. Or hiring more staff...which they appear to be having difficulty doing.
What I expect is that CIG will be satisfied with a minimal level of handcrafting each system, rely on procedurally generated missions and POIs for the majority of content and release an Early Access version with between 5 and 10 highly customised systems to give the game a good start but be content with minimal effort afterwards for most systems. In 2-4 years, they'll have 100 systems ready and declare a full launch...if they are still around by then.
Which...quite frankly, I don't expect unless the situation takes a drastic change for the better. I expect that some sort of game will be released.....but I don't anticipate it to be the success or major breakthrough so many backers claim, and I doubt that CIG will be able to keep the servers running for long without major compromises. Servers and bandwidth can cost a lot of money.
Don't get me wrong...Star Citizen, as it has been pitched...is a game I would dearly love to play and I wish it every success. But anyone expecting that game to be released isn't living in reality. IF CIG were willing to replace the engine - with one that works and is capable of supporting the game - I'd be a lot more optimistic. But they don't appear willing to do so. They do appear willing to pretend the existing engine can handle the game, but frankly....even if it were (and they'd have to replace near enough every single module before that is truly the case), the fact that even now they don't have a complete design document and are still adding new features which haven't been designed is enough to near guarantee the game cannot live up to expectations. The only question I have is if the "released" game will be fun enough to play.