kek but this one is way better!
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Please stop with these CR meme pics...
kek but this one is way better!
![]()
Please stop with these CR meme pics...![]()
It's a cool look fighting so close to the planet with it filling the view![]()
These will be living and breathing citys, not ant-colonys looking all the same.
You're mixing up your games.
The plan for "cities" in Star Citizen is living breathing levels of an unrevealed size, with lots of non-accessible, non-living breathing scenery in the background to try and make it look like you're in a real city on a real planet, but that planet will be about 1:100 scale.
The plan for Elite: Dangerous is to have access to every single centimetre of 1:1 scale planets, moons, stations, etc. This means that, for example, Aulin Enterprise's habitation ring will be fully accessible/explorable, and this alone would be a larger "map" than the whole of GTA IV. All these locations will be living and breathing in exactly the same way as the Star Citizen levels will be.
In SC you seem to have anti-gravity. For example in the racing module you will have floating buildings in the middle of the sky.
What concerned me the most about the upcoming racing was that you have ships that look like they were designed to fly in an atmosphere, that actually were flying in an atmosphere, behaving like they were flying in space.
Sadly the ships even in the split screen multiplayer demonstration they gave still had ridiculous amounts of yaw, the flight model looked no different.
I can't imagine that you really know something about ED otherwise you wouldn't write this about PG.
Maybe as a reminder, watch what PG really is all about:
https://www.youtube.com/watch?v=GEVutbSqBI0
Remains to be seen how SC will do their Universe and Space. I just hope its not bland like Elite's. I prefer the looks in Freespace/Freelancer for space scenery even though its not realistic.
What concerned me the most about the upcoming racing was that you have ships that look like they were designed to fly in an atmosphere, that actually were flying in an atmosphere, behaving like they were flying in space.
Sadly the ships even in the split screen multiplayer demonstration they gave still had ridiculous amounts of yaw, the flight model looked no different.
As backer of both, I don't see how they could be more different from each other.
SC is the flashy "star and stripes" action movie; while ED is the "2001 Kubrick " slow tempo movie.
The first does not even exist yet; for now the only thing that exist is the flight model and fees implementations of damages and weapons. if you strip down Arena Commander, and put cubes; all that is left is cubes using the flight model , and a rudimentary shield/damage model, in areas that are really small and with limited number of players.
In the long run, there will be more, but as is now; that's what is there.
ED is a bit ahead; it has most of the mechanics done; the system jump mechanics, the instance mechanics, the damage and flight models, energy management and a basic AI and economy system. Overall is probably a year and a half (4 years in Chris Robers timeframe) ahead, because decided to tackle the first person section and the planetary landing as extra/post launch module. It also does not have a single player story mode; which saves a lots of time.
I believe that they appeal to different kind of audience, just like 2 movies appeal to 2 different kind of audience (altho there are people that can mostly like both at the same level). I play different MMO for different moods; and space MMO games like SC and ED are exactly the same, so I cheer both of them, hoping that they will continue the tradition of their respective predecessors.
Yet another example that everything CIG is producing is only for PR - not related at all to the promised PU or any other important parts of the final game.
You can be sure to see 2-3 more racing ships in the store ready for sale with the launch of the racing module!
While I do enjoy Elite quite a bit. I have to be honest, at least in my opinion, after I've seen 1 system in Elite, I've seen it all.
To me modeling real space is just too bland and boring. But I guess some people like that, but to me it's not my cup of tea really. But I am enjoying the other parts of the game quite a bit.
Remains to be seen how SC will do their Universe and Space. I just hope its not bland like Elite's. I prefer the looks in Freespace/Freelancer for space scenery even though its not realistic.
Mr Braben did not spend 40M to make his game; was just him and few others if I am not mistaken. Mr Crammond made F1GP and Revs by himself, Mr Molineux made Populous mostly by himself, like Mr Wright did Sim City.
Times are different now. Sadly.
They talk about passion and dreams of a space sim that has X and Y, but when they are working 60 hours a week, the passion wear off quickly, and all that you need is some good old cash to remind you why you do things...so the passion come back![]()
https://forums.robertsspaceindustries.com/discussion/comment/3232568/#Comment_3232568First, I should stress that the "week to earn a Constellation" is Chris' thought on what will make the game fun to play. It may (and likely will) change significantly as our theoretical economy becomes a reality... but it's a baseline of what we're aiming for. It's the goal, not something we've put into practice yet. And of course there are all kinds of caveats associated with even that simple marker. Are we talking about the base hull of a Constellation Taurus without any components or are we talking about a fully loaded limited edition Constellation Phoenix? And that is a vast difference; for everyone hanging on the claim that it might take a week to earn a Constellation, Chris has noted just as frequently that the fully equipped ships you're pledging for before launch should come it at a discount compared to the total value of their parts in the finished economy.
That said, the intent is that ship progression should be achievable because the end goal is to have a game that's fun. So many games these days use the fact that you technically can earn things in the game to claim that they aren't abusing microtransactions. So, yes, if I leave my phone sitting for three days I technically *can* play the next photo shoot in the Kim Kardashian game... but the entire game is designed around monetization and getting the player to pay up NOW if they want to continue to enjoy themselves. Our game isn't this: we're building the progression in a way that's supposed to be fun to people who actually enjoy space sims, without triggers to force you to buy whatever's needed for the next stage.
Hi Isogen,
Good question. We're still in the process of fully implementing 64 bit precision coordinates so we're not in a position to be able to test the final performance as yet. Our expectation is that the impact won't be too noticeable as the vast majority of the CPU time is spent either updating game logic (ship systems, damage, triggering effects/sounds) or submitting tasks for rendering, which along with particles and animation will still operate at 32 bits. The floating point intensive tasks such as physics are already farmed off to other CPUs and on most modern CPUs we have plenty of spare capacity and it's the game logic and rendering on the primary CPU that tend to be the limiting factors. But we'll definitely need to investigate performance once the 64 bit changes are complete and potentially look for optimisations for any very intensive tasks (or farm them off to idle CPUs).
Cheers,
Ali Brown
but the entire game is designed around monetization and getting the player to pay up NOW if they want to continue to enjoy themselves.
So how long until AC has removed the paywall?
Right now I have to pay to buy each ship if I want to fly them.
The whole backing of this project is package based. Which is tied to ships. I don't think you will be able to earn ships until the PU releases. You are stuck to your ship package the cheapest being the Aurora or the Mustang.