Let me ask you this, do you think CIG are capable of finishing (as in, meeting their own promises, not just MVP) Star Citizen?
That's a really easy one. In terms of meeting all of their claims, categorically: no. They have simply promised far more than is possible from the very start, and have never stopped selling further technical additions on top.
There's a reason that the running joke goes:
Is X in Star Citizen?
Yes.
Is X in the game now?
No.
The
'tracker' linked in the prior post can give you a reasonable overview of just how far shy they are of those aims in total. But honestly it's only when you start delving into the list that it becomes really clear, and it would take far too long to delve into all of it. But just as a fun overview:
Some of the
added stretch goals that are nowhere close to being realised in game:
- Player owned capital ships
- Command and Control of capital ship fleets
- 100 star systems at launch (they currently have 1)
- Landing on planet Earth
- The MISC Endeavour with its detachable workshop, deep space telescope, farming gameplay, and supercollider for overclocking ship modules
- Ship modularity to change roles completely
- The Hull C ship that folds out to hold cargo externally, and dock with stations via other means (all of which has confounded their physics grid system to date)
- A mobile mining platform that has its own refinery (and external storage like the Hull series, but they spin...)
- Salvaging gameplay (originally roadmapped for 2016, and on most every roadmap since, seen as the patron saint of all of the many, many unique pre-sold ship roles that are yet to be added. As to date they've added trucking and mining.)
- Exotic Pets
Some stuff that they've pre-sold since:
- A ship that creates land bases
- Many exploration ships whose selling point is that they can scan and map the 100+ systems
- Many more capital ships, including the $3000+ Javelin with its 80 onboard crew.
- Even more elabourate Hull series ships
- A giant mine laying ship
- A capital-ship killing torpedo boat that can't kill the most expensive ships currently in game even in swarms. (Because it's far cheaper
)
- Tanks.
Some general stuff they've said they'll do:
- Have a 9:1 NPC to player ratio simulated across systems & realised in NPC form, indistinguishable from players, with a PvP slider allowing players to choses their online engagement level (down to 'solo' play)
- Create a better system than the SoM 'Nemesis system' for generating persistent enemies from this backdrop
- Have complex fauna across the planets including procedural birds.
- Author the planets rapidly via the prog gen tools, with artists finishing a moon in a day. (Reminder that they currently have one system. The last moons added took months. This was a great improvement.)
- Add VR support.
- Player-hosted private servers
- Extend the 100+ systems from launch on via discoverable jump points.
Etc etc etc.
And really I'm just breezing through some fun stuff and not even touching the sides of the technical additions required to meet all their actual pre-sales and broader claims.
You can lay some caveats in here, in that they say some of the more recent ships aren't expected to make launch. But the technical requirements of those ships often need to be factored in in many cases, and have a backward impact. The $2000 Kracken Privateer, sold from 2019, for example requires the proposed economic & AI simulation [still not in] to allow for mobile capital-ship sized markets that can be visited & used by said NPCs. This was never in the original or interim pitches. It is yet more scope creep, and just the most recent example
Throw in aspects like the near mythical Server Meshing, supposedly providing 100k player shards, and the launch pledges to have 10x the polygon counts of competitors, and the claims to have a physics-based flight model (currently not so seemingly), and to be a competitor for high end shooters on the FPS mechanics front (spoiler: the FPS functionality is not hugely lauded in the community, notably in the stand-alone Star Marine module). And, just, nah

. These claimed end games are contradictory, too vainglorious, and very-much not in evidence in the game currently
I've paraphrased a bit loosely at points, but I can essentially link you up for all of this stuff (if I could be bothered

). And there is so... much... more...
As someone who has very sparingly watched it's development over the years, all of the new stuff each year, not just shiny ships, but technical things as well definitely bedazzle me. They are seemingly free of all time constraints, so unless they just begin to run out of the precious green to retain their developers, I don't see how they don't finish the game, if a finished game of that scope is even possible.
I guess it would help if you said which technical aspects are the most eye catching to you. And why you think they've either achieved their functionality already, or that their completion is a foregone conclusion.