The Star Citizen Thread V10

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Hat's off to them sharing this info, months after it actually happened, after they had to file their UK financials which showed they had sold part of the company. Yeah, really got to give them credit for that /s

Interesting about the narrative about the sale as well. So, basically, before all this, not once did CIG talk about needing additional funds for marketing, and now boom, they need money for marketing. Despite it being clear, without this money, they are running out of money for development. Right....

That never happened. Saint Roberts released the information to us, the unwashed masses, because of the benevolent spirit that resides in such a vaunted individual.

https://www.reddit.com/r/starcitizen/comments/a84v1v/regarding_those_concerned_about_financials_and/

These arent the droids you are looking for.
 
People are working in offices, that's a new one. Seriously, is that a new concept for you, have you never seen an office?
I get it, your a fan of CIG, but c'mon, nobody cares how their offices look.

Ahhh...poor Mr.Nowak...leave him alone it´s not easy for him atm...He just desperately trying to change the subject from Cayman Islands&46 mil debt...thats all....
 
Well, guess we at least have an SQ42 roadmap now? Ish? Also merciful god.. Q2 2020? You know what CR? Think I'll just be playing something else then. *sigh*

And no please don't post about patience and stuff like that. According to his own overhyped narrative, this "game" was already almost done 6 years ago. That would mean that it takes them 8 years to make a single player, railroaded cinematic space shooter.. and people give DNF a hard time, geez.

https://robertsspaceindustries.com/roadmap/board/2-Squadron-42

EDIT: Also, I just had to quote this, because it made me burst out laughing, as a milestone.. object "Status:In Development
Improvements to the ability for players to leap over obstacles"
 
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Hat's off to them sharing this info, months after it actually happened, after they had to file their UK financials which showed they had sold part of the company. Yeah, really got to give them credit for that /s

Interesting about the narrative about the sale as well. So, basically, before all this, not once did CIG talk about needing additional funds for marketing, and now boom, they need money for marketing. Despite it being clear, without this money, they are running out of money for development. Right....

All of that wouldn't have been necessary if true believers believed a little more and didn't criticize the pay-to-watch-citizencon. It's believers fault!
 
But now they have bajillions of extra cash they can use to spread the good word to all those who haven't heard the Good News!
REpK0gd.jpg
 
Well, guess we at least have an SQ42 roadmap now? Ish? Also merciful god.. Q2 2020? You know what CR? Think I'll just be playing something else then. *sigh*

And no please don't post about patience and stuff like that. According to his own overhyped narrative, this "game" was already almost done 6 years ago. That would mean that it takes them 8 years to make a single player, railroaded cinematic space shooter.. and people give DNF a hard time, geez.

https://robertsspaceindustries.com/roadmap/board/2-Squadron-42

EDIT: Also, I just had to quote this, because it made me burst out laughing, as a milestone.. object "Status:In Development
Improvements to the ability for players to leap over obstacles"

Well of course, because no first person shooter engine has built in support for jumping over objects. Chris does it again! Another first for CIG!
 
Well of course, because no first person shooter engine has built in support for jumping over objects. Chris does it again! Another first for CIG!

Remind me again why a military space sim needs me to vault and climb over objects :p And here I thought I'm getting a new Wing Commander, not Battlefield Citizen.

EDIT: Hahahaha, awesome comment from a friend of mine after I showed the Forbes article about the spending: "they should just ramp up the amounts to even more and just make an actual space program"

EDIT2: Btw, slightly off topic, but anyone else seen what a trainwreck the UW revive has become? Compared to that the PTU is a bug free masterpiece... What is it with ex Origin devs messing everything up? *waves at SotA meanwhile*
 
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http://gamasutra.com/view/news/333313/Cloud_Imperium_raises_46M_from_private_investment.php

while Keith Calder is a film producer whose company has powered films like Blindspotting and Anomalisa.

Maybe i'm out of touch, but i've never even heard of either of those films.

Also this line from Chris...

"This investment helps secure our independence.

Yes, of course, selling part of the company secures your indepndence.

And in another reality, the USA sold 10% of the country to Mexico to secure their indepdence from the English.

It allows us to grow as a company.

Umm... didnt you say the money was for marketing, not for hiring new people!
 
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Great news. 3.4 is now LIVE!

2018 was a great year for me and for many people who backed this project. Most podcast and community orgs iterated the fact that compared to all years this has been the best due to new tech and content deliveries. As usual instead of being more closed CIG decided to be even more transparent and revealed the last two things that were not public. The Squadron 42 production roadmap and their financials. At this point CIG is the most open AAA studio in the game development industry. This week CIG also became the highest valued space video game company (496mil) blowing past Frontier at 360 and CCP at 425 million dollars.

My expectations for 2019 is the full delivery of Arccorp and MicroTech and all of its cities, outposts and moons. The repair, salvage and refuel mechanics. The addition of the second solar system. Possibly Nyx. Let's see how next year goes but if this year is any indicator SC will become even bigger and will reach a wider audience. I'll go grind that prospector now and see how long it takes me to get it.

I will come back and keep this community updated when 3.5 enters further game development and gets more exposure in late January until then happy holidays!

PS. Thanks for all the positive rep you dozens of lurkers!

--

Alpha Patch 3.4.0 has been released to the LIVE, and is now available! Patch should now show: LIVE-1028053.

New Features
General
  • Added sensitivity controls for headtracking in the options menu under "comms".
  • There's now a keybind for stowing and retrieving mission specific utility items "6", which may be required for drug and server blade (relay) related missions.
Universe
  • Added Lorville Central Business District.
  • The Central Business District at Lorville can be reached via the Central Line transit leaving from Leavsden Station. Within the district you'll find the Transfers Commodity Exchange, the trading headquarters of the city and the office of Jr. Outsourcing Agent Constantine Hurston. The district also features the Hurston Dynamics Showroom where the latest weapons from the arms manufacturer are proudly on display for purchase.
Missions
  • Added New Mission Giver: Wallace Klim
  • Klim is a chemist and a drug dealer found deep within the bowels of Levski.
  • Added Hurston variants for delivery, patrol, bounty/assassination, and ECN missions.
  • Added scramble races to Hurston and its moons.
  • Added Hurston underground bunker FPS AI missions.
Ships and Vehicles
  • Added Anvil Hawk.
  • Added 600i Touring Variant.
  • Added Freelancer MIS, Freelancer DUR, and Freelancer MAX.
  • Added Constellation Phoenix Emerald.
  • Added visual deployment states and animations for fracturing vs extracting modes on the Prospector.
FPS
  • Added KSAR Ravager Shotgun.
  • The Ravager Shotgun can be found at LiveFire, Skutters, and Conscientious Objects shops.
  • Added Shipjacker armor.
  • Shipjacker body armor set which includes the Clash armor set (Levski, Lorville, GrimHex), Secondlife undersuit (Levski, GrimHex), The Butcher helmet (GrimHex), Death's Head helmet (GrimHex) and Why not? helmet (Levski, Lorville, GrimHex).
UI
  • Added the ability to scan navigation points while in scanning mode.
  • Added an early implementation of sub-system targetting.
  • Players can cycle target to different ship components using "I/O" for cycling forward/backward (LALT-T/LALT-Y for keyboard advanced) and "P" (LALT+U) to reset back to core target.
  • Added turret aim/target direction indicators to both the turret and pilot visor.
  • A white cone/pyrimid indicates the direction the turret is facing, which will tint red when the turret gunner is firing. If a turret locks onto a target, an orange dashed line will be drawn from the turret toward the target. These are visible to all other turret gunners and the pilot.
Arena Commander
  • Added the ability to rent ship weapons and components from the Arena Commander menu set.
Feature Updates
Universe
  • Updated party marker.
  • Added a unique outline color for untargetted, unscanned rocks when mining.
  • Changed the repair and refueling cost at the rest stops to reflect a small degree of scarcity associated with them.
  • Smoothed out AI animation to prevent stair bobbing and teleportation.
  • Adjusted mining volumes and mineable entity geometry.
Missions
  • Updated mission objective marker to be more visible and include a secondary objective where appropriate.
  • Bringing an invalid vehicle or placing your vehicle within another should now disqualify you form scramble races.
  • Improved FPS AI strafing behavior.
  • Increased the time given to the player for delivery missions.
  • Improved missile management for AI piloted ships.
  • Temporarily disabled the admin at Lorville.
  • Updated Battaglia's mission description to state where she is located.
  • Moved the illegal deploy mission to the "personal" tab.
  • Temporarily removed the "recover stolen goods" mission due to outdated mission flow.
  • Added Eclipse, Arrow, and Terrapin to ship scramble race option.
UI
  • Improved 3D ship model preview manipulation controls.
  • Added a UI warning for whem attempting to extract with a full hold of mineable ore.
  • Players can now hold "F" and use WASD in vehicle seats to quickly flick between MFDs.
  • Added visor chat to the comms MFD.
  • Interaction mode now has a quick select option.
  • Pressing "F" quickly will activate the default interaction option of the hightlighted objected. Disabled while in the pilot seat.
  • Creating 3D icons for mining.
  • Removed unused and unneeded port information from the shopping kiosk.
  • Updated quantum travel markers.
  • Travel markers now have unique symbols for different types of destinations (outposts, major stations moons, planets, ect), a dashed outline to indicate locations on the far-side of a planetary body, and marker size correlated to distance.
  • Added a "disband group button" for the party leader.
  • Made the video call feed on direct P2P comms calls less transparent.
FPS
  • Balance pass for the Karna rifle.
Arena Commander
  • Added a select/rent ship button to main Arena Commander splash screen.
  • Added manufacturer's logos to the ship selection screen.
  • Updated rental text.
  • After successfully renting a ship the selection now shifts to that ship.
  • Updated Hawk and Arrow Arena Commander scoring.
Ships and Vehicles
  • Powerplants now have a ramp-up and a ramp-down time before reaching full power or fully shutting down.
  • Increased the quantum fuel capacity of all exploration/pathfinder style ships by 20%.
  • Extemded Reliant cargo hold to accomodate 6 SCU.
  • Ship EMPs now generate heat, make more use of power, and are able to be overclocked.
  • Updated the Behring Sawbuck Ballistic Repeaters.
  • Ship quantum drives now produce heat and are capable of overheating.
  • Updated all turret speeds.
  • Reduced cannon damage across all sizes.
  • Added 3rd person view to Freelancer turret.
  • Updated Behring Ballistic Repeater (Sawbuck) and created size 2 and 3 versions
  • The Ballistic Repeaters can be purchased at Port Olisar's Dumper's Depot.
  • Updated Joker suckerpunch cannon art and created size 1 and 3 variants.
  • The Suckerpunch Cannons can be found at the Dumper's Depot on GrimHex.
  • Gravlev vehicles can no longer be spawned at interior hangars.
  • Added landing gear compression to the MISC Reliant.
  • Moved interaction nodes on the Reliant to fit with interior changes.
  • Balance pass on the Joker Distortion Cannon and Behring Ballistic Repeater.
  • EMP devices are now default powered off and there is a UI alert to inform the player if they attempt to activate it while off.
Bug Fixes
  • Pressing "L" while dead in Star Marine should once again open the loadout screen.
  • Rejoining a Star Marine match should no longer disable a player's ability to capture a point until the following round.
  • Proximity alert should no longer cancel the Lorville restricted area warning, causing it to not return.
  • The overcharge sensor should properly reset when mining and moving from one rock to another.
  • Recco should properly remember that she has met you.
  • Impact prediction (pips) now make better use of acceleration.
  • When pads are full and a player requests a ship, they should no longer be given a queue position of 0.
  • AI contacts should clean up properly on the ship radar.
  • The mining laser should no longer become heavily offset on occasion.
  • The player's sit position should now be correct in the Valkyrie's jump seats.
  • QT graphical effects should no longer be visible inside some ships.
  • The Dragonfly should now have a self destruct timer and message.
  • Ship weapons should now behave correctly according to power distribution.
  • Corrected some mislabeled lagrange points.
  • Fixed an issue where the GForce blackout effect was stronger than intended.
  • FPS AI should no longer get stuck if a player exits through an airlock.
  • NPCs at Lorville should no longer be standing on benches.
  • Zooming while in interaction mode should now be centered on the cursor.
  • The Anvil Arrow's missiles should no longer be floating beside it.
  • The player character should no longer get a boosted jump by jumping a few times in a row.
  • Fixed elevators in Levski appearing invisible from certain angles.
  • Patrol missions should consistently work now for updates.
  • NPCs should now be properly be moving in the borehole corridor.
  • Landing rights should now be revoked if the player leaves the ATC area.
  • Fixed multiple Lorville guards occupying the same space.
  • Fixed some areas of Lorville L19 that had double gravity.
  • Ships should no longer be cleaned up/stored at outposts.
  • The Anvil Arrow should now consistently appear on the ASOP if the player owns it.
  • The Mustang series ships should no longer spawn with the ladder down.
  • The landing gear and wing folding should now trigger properly on the Mustang series.
  • Larger ships should no longer be occasionally assigned small hangars at Lorville.
  • Guns dropped by players should be cleaned up before the next round in Star Marine.
  • Flight and throttle animations should play for all ships.
  • The player should no longer be transported to map origin when in the driver's seat of a Greycat when it explodes.
  • Fix for HMC Ryder having no waypoint on ITA.
  • Fix for HDMS Anderson being missing on Aberdeen.
  • Players should no longer be able to eject from Valkyrie as it isn't intended.
  • The ship HUD and MFDs should no longer reload when the player switches from 3rd to 1st person.
  • Admin clerks at rest stops should now interact with players.
  • Chat lines should longer exceed the bounding box of the mobiGlas comms app.
  • The Venture Executive flight suit should no longer function as an invisibility suit.
  • Blade entry animations should now be properly aligned.
  • The Cyclone should now have surface sound effects when maneuvering.
  • Slightly toned down the heat haze effect on Daymar.
  • The snow effect on Yela should no longer appear inside outposts and ships.
  • 100% full mining container indicator should now have a consistent color.
  • Adjusted the rear door of the Avenger's ramp so it reaches the ground.
  • Toned down the Lorville hangar ambient audio.
  • Ship loadouts should no longer be locked permanently after spawning a ship in the PU.
  • The Arrow turret can no longer be placed onto any weapon hardpoint.
  • The targetting UI should no longer remain on after a target is destroyed.
  • Localization text should no longer be visible on the death information card for Arena Commander.
  • The shield display on the CVI should no longer be significantly delayed updating from real time.
  • ATC audio should play correctly when requesting landing at Lorville.
  • Fixed markers not appearing for some delivery and bounty missions.
  • Fixed objectives not updating for some delivery missions.
  • Fix for Arena Commander UI refreshing inconsistently when player remains idle on respawn screen.
  • Vehicles spawned should no longer appear to move erratically.
  • ATC should no longer be buried at the bottom of your contacts on the ship comms MFD.
  • Turrets should no longer experience snapping when rotating while their parent ship is rotating.
  • Ship turrets should no longer snap rotation to the other limit when crossing 180 degrees.
  • Turret slots should now be editable for the Constellation, Caterpillar, and Cyclone TR on the VMA.
  • The Karna magazine should no longer be mislabeled as Demeco.
  • Rifles should no longer clip into the player when they are crouched.
  • Players should no longer take damage on stairs, when mantling, or when making small jumps.
  • MFD focus should no longer cause the screen to become blurred.
  • The UI alert "shields down" should no longer get stuck.
  • The admin office at Lorville should now have atmospheric pressure.
  • Patrol missions should now update after the "hold" instruction.
  • Orbital markers (OMs) should now properly rotate with the parent planetary body.
  • Adjusted no-fly zone visual so it should no longer clip into hangars.
  • The admin clerk's idle animation should no longer be dramatic enough to cause the player to select the wrong interaction.
  • Players should no longer be able to lose their box if they immediately place it back in the delivery locker.
  • The player should no longer be placed underground after ship cleanup at Lorville.
  • There should no longer be replaceme balls inside Teach's Ship Shop.
  • While searching for a player the FPS combat AI should no longer stop frequently and hitch.
  • Respawn text should no longer appear after game has ended in Star Marine.
  • FPS combat AI should no longer shoot at the floor instead of at the player when in cover.
  • The "warning restricted area" message should now show when taking off rom Lorville.
  • Players should no longer occasionally cause recovery to return them to their previous position when they decline.
  • The "distraction" mission should no longer occasionally set the now defunct CryAstro as a location.
  • Fixed party invites showing the party leader joining.
  • FPS combat AI should now aim correctly when leaning around cover.
  • "0m" markers should no longer remain on the screen after scanning a mineable rock.
  • Prices on the mobiGlas should now correctly match those on the shopping kiosk.
  • Players should now be able to change fire-modes on their weapon while in ADS.
  • Fix for liquid like shadows appearing on planetary bodies.
  • The underground facility defense turrets should eventually self-repair.
  • Fixed EMP audio loop after usage.
  • Newer ship weapons should now correctly mount and fire in the correct direction in Arena Commander.
  • UI elements that included the wave counter in swarm modes, the capture UI in Star Marine, and the race UI in classic race should now be present.
Technical
  • Fixed 7 client crashes.
  • Fixed a server crash.
  • Various performance tweaks.
 
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From the SQ42 roadmap:


Because advanced-tech warfare always comes down to who can hit the other guy in the face the hardest?

That is not really fair, AFAIK pretty much every 'high-tech FPS/RPG' has a 'punch/slash' button, whether it is CoD:IW, Mass Effect or Deus Ex. None of them made a massive deal about it but that is just SC.


But youre a "hot shot" pilot aren't you

They have an UEE Army and Marines so why send in pilots to combat situations where they need hand to hand combat

Maverick didn't go to Top gun to fight off the Russians with fist and knife

Leave that "I do every Job" for the PU and not mistake Sqn 42 for Platoon 42
 
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But youre a "hot shot" pilot aren't you

They have an UEE Army and Marines so why send in pilots to combat situations where they need hand to hand combat

Maverick didn't go to Top gun to fight off the Russians with fist and knife

Leave that "I do every Job" for the PU and not mistake Sqn 42 for Platoon 42

Thing is, going through the milestones made me think less of a space sim, and more of David Cage and his games. Though guess that's an insult, because Omikron was awesome.
 
As usual instead of being more closed CIG decided to be even more transparent and revealed the last two things that were not public. The Squadron 42 production roadmap and their financials. At this point CIG is the most open AAA studio in the game development industry. This week CIG also became the highest valued space video game company (496mil) blowing past Frontier at 360 and CCP at 425 million dollars.

Oh man, you just cannot make this stuff up. What happened to the old Mr.Nowak that was free of all the brown-nosing hyperbolic nonsense?
The recent display of effusive, reality distortion field loving, company worship is downright cloying.

I'll go grind that prospector now and see how long it takes me to get it.

Start in an Aurora with zero UEC and keep us updated how long it takes. For science!
 
Maybe i'm out of touch, but i've never even heard of either of those films.
I've heard of Blindspotting, but I never saw it. According to Rotten Tomatoes, though, it was well received by critics and audiences alike.

I'll take this as a positive sign. I'm sure Christ Roberts will suddenly become a competent producer of movies and video games, simply through osmosis. :rolleyes:
 
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