The Star Citizen Thread v9

Just read the Q&A on the Valkyrie

If the Valkyrie can´t hold cargo, how are the players supposed to transport small supplies (ammo, food…) and weapons (like mortars or anti-tank weapons, railguns or RPGs etc…) to the front lines?

The Valkyrie’s purpose is to carry troops and a vehicle down to a location, drop them off, and provide close support via its weaponry. It is very much a dropship/gunship rather than a resupply ship. While some dropships may simply drop off the team and jet, the Valkyrie is equipped to provide continued support for drop off and extraction. The troops onboard have a gunrack per seat alongside storage lockers for additional items if the crew are not using them. The combination of troops, FPS weapon racks, vehicle deployment, and the ability to provide close support, all makes the Valkyrie a strong candidate for when you need to get in and out planetside.

Much like with that Hercules thing after the tank was announced, Im calling it.

The next pledge ship is going to be a combat resupply ship.

SPACE RLC FOR THE WIN!

Can't say I like these forced restrictions, it seems to me they only do this for the express purpose of selling more ships.
 
Can't say I like these forced restrictions, it seems to me they only do this for the express purpose of selling more ships.

So sad. People have been waiting years to do the Hudson speech from memory, and now their drop ship can't even carry and sharp sticks, much less knives, nukes, or Phalanx particle beams. :(
 
As far as I'm concerned, there can't be too many types of troops transport ships, so heh. Provided that the games sees the light and those ships aren't gated behind hundreds of hours of grind, it's all good in my book. It'd better come with AI missions though. Having to limit oneself to player transport would be a bore.
 
That would not be an ideal turn of events. You need some idea of the limits of your engine. Fancy coding can help push past those limits...to a degree...but ultimately, an engine can only be pushed so far before it falls over.
It really depends on a team. There is actually no limits on what you can do if your team is creative enough and you go and try things.

Recently, I've seen a really cool demo of the server technology that starts fresh VM and micro-services inside it in just few milliseconds. I mean, boots system and loads services in like 5 ms or something. Those guys can startup and shutdown thousands of them in a second, and all of them are meshed, services can call RPC between them easily. So characters just move through the scene tree and servers spawn and dies when applicable, processing the logic of the players and NPCs in their zone. Looked like a magic to me.

So it really depends on your dedication.

I know a bit of internals of CryEngine and must admit that just converting everything to jobs manager to fully support scalable multi-threading was an enormous task by itself. But it is a corner-stone of the fast server-side processing (game client isn't really benefits from jobs system, simple 'tbb::parallel_for' is more than enough and really easy to do). They spawn tons of bugs in the process, I'm sure. :)
 
It really depends on a team. There is actually no limits on what you can do if your team is creative enough and you go and try things.
Yes there are. They're called “physics”, “mathematics”, and “cost”.

What CIG is suggesting would require violations of all three, and they lack the competence to deal with either one of them.
 
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Recently, I've seen a really cool demo of the server technology that starts fresh VM and micro-services inside it in just few milliseconds. I mean, boots system and loads services in like 5 ms or something. Those guys can startup and shutdown thousands of them in a second, and all of them are meshed, services can call RPC between them easily. So characters just move through the scene tree and servers spawn and dies when applicable, processing the logic of the players and NPCs in their zone. Looked like a magic to me.
That sounds a lot like Dual Universe, was that it ? The approach on that one is a lot different from what CiG did since for Dual Universe they are creating a dedicated engine that supports spatial tessellation for distributing real time server instances. Whereas CiG used a commercial product that was never really meant for WAN multiplayer to start with, and think that something like OCS is fresh and new while it's the basics of a proper decent engine...
 
Yes there are. They're called “physics”, “mathematics”, and “cost”.

What CIG is suggesting would require violations of all three, and they lack the competence to deal with either one of them.

Sure atm yes but by the time SC enters in beta(7-10 years)could be doable :)
 
As far as I'm concerned, there can't be too many types of troops transport ships, so heh. Provided that the games sees the light and those ships aren't gated behind hundreds of hours of grind, it's all good in my book. It'd better come with AI missions though. Having to limit oneself to player transport would be a bore.

My #1 gripes with this kind of stuff is that there is no need for a troop transport. They are barely able to get two NPCs to shoot at each other semi-reliably. There are not going to be large battles or wars needing troop transport. There is no design for it, there is no technical foundation for it, its just completely unreasonable. What you have is a few dudes shooting at a few other dudes, and literally any ship where a few dudes can stand in is a 'troop transport' for all intents and purposes. This is the equivalent of FD releasing an alien cod liver oil refinery submarine in 3.3: sure, if there were waterworlds I could land in, with alien fauna, and oil I could extract and refine that would serve some kind of purpose in the game: great. But none of it exists in any way whatsoever so it is just nonsense.
 
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There is no design for it, there is no technical foundation for it, its just completely unreasonable.

And it's the same with the Apollo Medivac, Apollo Triage, Cutlass Red, Endeavor, Reliant Mako, Reliant Sen. None of them has anykind of use in the "game", but they gotta keep the wallets open somehow.
 
Todays ATV - zero tier NPC AI that will notice when you attack them and react accordingly. Underground missions using carefully handcrafted prebuilt assets that will then, Genuine Roberts assures us, will all be varied and procedurally generated.
 
My #1 gripes with this kind of stuff is that there is no need for a troop transport. They are barely able to get two NPCs to shoot at each other semi-reliably. There are not going to be large battles or wars needing troop transport. There is no design for it, there is no technical foundation for it, its just completely unreasonable. What you have is a few dudes shooting at a few other dudes, and literally ship where a few dudes can stand in is a 'troop transport' for all intents and purposes. This is the equivalent of FD releasing an alien cod liver oil refinery submarine in 3.3: sure, if there were water worlds I could land in, with alien fauna, and oil I could extract and refine that would serve some kind of purpose in the game: great. But none of it exists in any way whatsoever so it is just nonsense.

You mention cod liver oil, but you might as well be talking about snake oil - CIG is struggling to deliver on their 3.3 promises (3.3.5 and 3.4 both have to be done before the end of 2018, and it's now only 61 days to the New Year), so unless OCS has taken a great leap forward, and it now strips out any sort of proximity-based recognition beyond, say, 250 metres (there's examples of OCS just deleting assets and fire groups within that range), I'd say the chances of us exploring Hurston this side of Christmas are pretty slight.
 
You mention cod liver oil, but you might as well be talking about snake oil - CIG is struggling to deliver on their 3.3 promises (3.3.5 and 3.4 both have to be done before the end of 2018, and it's now only 61 days to the New Year), so unless OCS has taken a great leap forward, and it now strips out any sort of proximity-based recognition beyond, say, 250 metres (there's examples of OCS just deleting assets and fire groups within that range), I'd say the chances of us exploring Hurston this side of Christmas are pretty slight.

I strongly doubt it, CIG never misses a deadline.
 
CiG has done their job and as far as they are concerned they deserve a time-out.

Citizencon is their yearly estimation check-point to see how far they can push their flock of gullies and I d say after this years hype and its following reaction the remaining fans will grant them the break they need. This is how yes-men undermine and destroy dreams and potential. The ONLY one who can tell CiG and Cash Robert what to do and when to stop...in short....pull on the leash are the backers. If overall backer morale dips into the negative CiG reacts because they know these people are their foundation and lifeline so they release yet another promise, another announcement, another video with vocal garbage and check out the reaction.

You do have an uprising in critical voices and opinions but at the same time the loyal fanatics demonstrate yet again their utter delusion by countering all signs of dissent, showering CiG with praise and worst of all rewarding them by injecting yet another round of cash. What exactly is CiG going to take from this year and the reactions?

"We do whatever we want, our results are mediocre at best, usually subpar or just bad but it doesnt matter....we have enough addicts on the hook that will stay with us no matter what. And as long as those people carry the bill we will just continue this way. No game, no gameplay, no quality...just hype and empty promises. And along the way we ll get people who actually believe what we tell them.....yay."

Whoever is frustrated about the lack of progress or the lack of a game after 6 years of development....just take a step back and realize its YOU and your peer...people who stay with CiG and reward them when they actually deserve the leash...who are responsible for this state.

That Star Citizen will never become a reality is CiGs obligation....they are they ones who fail at implementing and realizing their past promises after all. That CiG is currently just burning money and playing the fools for all they are worth is the responsibility of the yes-men. They might mean well but that doesnt matter in the end. By not taking a stand and starting to ask the hard question....demanding results and actual return-value for pledges of several hundred $ a piece THEY are the ones who allow this scam to keep running.

Simply throwing more money into a pit wont fill it...it just wastes more resources and the victims here are peoples hopes and dreams. Whoever claims to be into this scam for the minimum amount of money and tells the truth (because....) you can be lucky that you dont lose a whole lot except for time. But there are people out there who invested thousands of dollars into this dumpster fire. By now I m pretty sure there are a few into 6-digit sums and it doesnt matter HOW these folks keep their cool and dont run down CiGs doors. Tho they wont admit it I m also pretty sure there are a few unlucky ones who sold house and car in order to stay in CiGs good graces and spend more and more even tho they cannot afford it.

Many people (me included) will simply turn on the other side once this is done and apart from memories wont be affected by Star Citizens failure (or success....but...you know.....) but there are so many who will actually lose a lot in the process or at least risk it all.....for a video game......yeah.

People are stupid and every minute another fool is born. I wouldnt be surprised if that is CiGs future plan for the next 10 years ^^
 
Yes there are. They're called “physics”, “mathematics”, and “cost”.

What CIG is suggesting would require violations of all three, and they lack the competence to deal with either one of them.
I believe you would be pretty disappointed on team members background for most AAA titles out there. :)
I mean, like zero physics, zero mathematics besides basic vector algebra, etc., etc. Still it doesn’t mean anything as long as the game “feel” is proper and “believable”.
 
That sounds a lot like Dual Universe, was that it ? The approach on that one is a lot different from what CiG did since for Dual Universe they are creating a dedicated engine that supports spatial tessellation for distributing real time server instances. Whereas CiG used a commercial product that was never really meant for WAN multiplayer to start with, and think that something like OCS is fresh and new while it's the basics of a proper decent engine...
No, it is a dedicated engine running on a strippped Linux-like OS (I’m not sure which one). They could use any C-style library as a game logic micro-service, handling data transport between nodes. So you just write your game loops for stuff and they handle the rest.
 
They're not simulating anything because their flight model is actively subverting and circumventing the physics engine. They have fixed, pre-determined outcomes, and the flight model only exists to coax the underlying simulation into making that happen, to the point where it rewrites the laws of physics on the fly to create that outcome. It is not a simulation because it is not physics that determine the outcome; it's the outcome that determines the physics.

Also, don't confuse what they say for what they're actually doing. Point clouds have their uses for semi-fast fluid dynamics simulations if you're doing conceptual industrial design — they are not a good choice (and voxels far less so) if you want fast-paced real-time gaming. Doubly so if realism isn't all that crucial to what you want to achieve.
No one actually cares. Assasin’s Creed Black Flag isn’t simulated water particles flow around the hull at atom level to deliver, for me, one of the best naval battle experience. Still they used pretty complicated model to make it feel right.

GD job is done when you are engaged. ;)
 
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