The Star Citizen Thread V2.0

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kek but this one is way better!

34xkwtc.jpg

Please stop with these CR meme pics... :(
 
Please stop with these CR meme pics... :(

Your right, its childish at best .

10627577_10202654540554448_543580839_o.jpg

Back on track, Sandi Gardener (SC Staff) just posted a teaser pic, not sure what it is from but that seems like a m50 ship and that a video editor so maybe a m50 ship or murray cup comercial.
 

psyron

Banned
It's a cool look fighting so close to the planet with it filling the view :)

Since FD prefer to take their time and do things right, "planet close combat" will only be available once planets are procedurally generated in high detail.
FD could easily do something like AC too, but they don't like to cheat players with "background images". Or to formulate it from another perspective - ED players wouldn't let themself be foolen by "background images". ;)
 

Mu77ley

Volunteer Moderator
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.
 
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.

Those are all nice plans to have! Hope they reach all their potencial!

The next years to come are gonna be amazing for the space genre!

I can only imagine all the Alien, StarWars, StarTrek, Predator mods that will come out in some years!!

These games will last forever!
 
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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.
 
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.

That racing map will just be another lvl in the Ingame Arena Commander, wich is a game inside the game.

It will not behave like in atmosphere, for now, their still tuning out the space flying, but its their intent to tune the flight modes properly later to proper atmosphere flight when in atmosphere, wich basicaly will mean that they will have to tune all the thrusters of each ship or make a "rule" to auto change those everytime people join a atmospheric activity. I dunno how it will work, just that it seems a lot of work :D

The buildings you see floating are just fluff stuff, "virtual floating racing city map" in a inlore perspective, an Arena Commander Map.
 
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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

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.
 
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.

Not many ways they can make space different. Planets are round spheres, nearby stars are shiny spheres. Far away stars are dots in the sky.
I don't see how they can handcraft that any more interesting then pg without making it look silly.
 
I noticed something really weird. The cockpits are just blurred to a smear now:

0O9xmw0.png

There's some people who don't have it that extreme, but in general, the detail in cockpits is pretty much non-existent.
 

psyron

Banned
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.

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!
 
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 :p ) 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.
 
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 :p ) 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.

That is a very good summation of the two different styles of the games - I gave you some +Rep for that :)
 
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!

Their logic is to continue to make things that sell, no matter if it is functional to the idea of what it has to do...people requested working toilets; and they did it for realism; but mainly because people shed money to buy ships with a working toilet.

If people shed money for ships that are basically airplanes to race, it is natural that they will make more.

As you may see, most of the real development started when the majority of backers were tired to see always new ships and no game at all; once that the excitement and hype wear down; people realize that SC is a big commercial machine, like anything else. Nobody does anything for free, and games nowadays needs to be AAA to appeal, so can't really make one in a garage with just 2 people, like it was at the time of the 16 bit computers in the 80s.

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 :)
 
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.

Kind of agree with that.

-

Btw M50 commercial is on the way!

https://fbcdn-sphotos-h-a.akamaihd...._=1409342957_2e61e7d9841611920518e4cfdfd4a5a3
 
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 :)

Actually there is some really good discussion taking place around the idea passion and creative work is not related to an increasing cash payback, and if enough money is being earned to maintain a basic standard of living other things are far more important (e.g.
http://www.google.co.uk/url?sa=t&rc...D53Jq5oHLE6lOUPi1Iifd8w&bvm=bv.74035653,d.d2s
)

In fact you've just mentioned 4 people for whom the passion and drive to create their vision had very little cash reward until well after the work had been completed. It would appear a solely monetary driving force runs out far quicker than an emotional investment in the work.

I've backed SC myself, and will check in occasionally to see how it is going - mainly to see how Squadron 42 is developing, as I enjoyed the single player story driven Wing Commander series. The rest of my time is being spent in ED (and, for some strange reason, my kids have re-discovered Titan Quest and we're having a ball re-running that :) )
 
Ben on earning time of ships.

First, 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.
https://forums.robertsspaceindustries.com/discussion/comment/3232568/#Comment_3232568

--

Also a developer from CIG Manchester answers a 64 bit question.

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

https://forums.robertsspaceindustries.com/discussion/comment/3235253/#Comment_3235253
 
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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.
 
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. The game is still very much in the Pre-Alpha state so user experience is not the main worry although balancing is. The focus alpha wise is putting out features and making use of early access to eliminate issues through testing.
 
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.

So the paywall will stay up for another 2-3 years?
 
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