Game Discussions Star Citizen Discussion Thread v12

Viajero

Volunteer Moderator
I was thinking its about time to post this ancient script to remind some people that its not "entitled" to expect a little more then the bare minimum ^^

CIG cut the ties with The Pledge long time ago; precisely for that reason I suspect. You have to go all the way back to 2015 and CIG´s web revamp for the time when CIG decided to extricate and remove The Pledge from its website alltogether and leave it in a lost and isolated url without any link to it from the CIG site at all.

This would ensure that no one would ever know about it just by browsing the CIG site:
nTbT5QG.png
This old forum discussion has long been nuked tho but the "defending" comments at the time that I remember would make for hilarious reading 5 years on now I assure you :p .
 
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Given the lack of any moons or planets in 3.10 or 3.11, how long will it take CIG to finish the 2nd system or the 3rd, etc.?

Big question with a lot of points to consider. And I know my arguments will be dismissed because "CIG is incompetent"

Most important point : atm it seems that the server is at its max capacity with one system (Stanton). They can perhaps tweak and boost their actual server to force ONE new system (Pyro) in it but it's higly probable that the result gives us an even more unstable server than the one we have now. I think CIG can't add new systems without adding new servers = at least a static server meshing. So, no other systems before server meshing v1. The release date of server meshing is, of course, completely unknown.

The Stanton+Pyro systems are also only test bed systems. You will even find in Stanton a planet that is not part of the Stanton system : Delamar planet with the pirate station GrimHEX are from the Nys system and will be moved in the future. They are in Stanton just to test the outlaw gameplay.

I think the actual goal of CIG is not yet to deliver other systems/moons/planets except for Pyro. They are stil prototyping in Stanton+Pyro, Pyro just needed for testing Jumpoint. When all major prototypes will be done, they will be able to deliver new systems. If they deliver now, they will have to redo too much. It was the case with the switch from planetary V3 to V4 and it's atm the case with the switch from flash tech to the Building Blocks tech. One of BB's job is to manage all buttons, computers screen, lock codes for chest/door/container in sceneries/missions and you still find old buttons everywhere in the actual Stanton that have to be replaced.

I think also that the prototyping phase for the generic elements of system creation is almost at end (except for space stations).
A short summary of technologies related to the creation of systems :

IN GAME
  • procedurally generated planets with handmade elements : they said the tech is mature enough but they are still working on heightmaps. Heightmaps can have big impact and force to redo some places.
  • procedurally generated outposts with handmade elements : the tech seems mature but they don't talk a lot about it. It may be not mature enough for CIG. They work atm on a proc engine generating whole villages (they are made by hand now) but I don't know if CIG want it finished to deliver new systems.
  • procedurally generated stations with handmade elements : tech not mature. They work on signage and maps (station have no signs atm). The procedural generator is not good enough too (they said they want to achieve a more logical placement of rooms). And they still have to add big engines tech and new elements (docking engine and cargo decks). Docking engine and cargo decks are WIP. All existing stations will be redone.
  • biomes (include city/industrial biomes). I can't find the exact number but I've seen at least 15 of them. They seems pretty stables and I don't think that improving a biome forces you to redo some places on planets/moons.
  • planets caves. They haven't improved them and haven't talked about it since their release. They have a lot of problems (very easy to get stuck). They are working on giant ones explorable by ships and they have a lot of new assets in the Klesher prison's cave. I suspect they will redo existing caves with a new evolution of the engine sooner or later.
  • asteroids. They work on a new version. Don't know if they are easy to redo or not.
  • abandonned/destroyed stations. I have no info.

WIP
  • a huge asteroid belt (Aaron Halo) that you can't pass with QT. You must go through specific giant doors (see video below)
  • gates for wormholes. Used to go to another system.
  • big canyons. There are small ones but they need to improve heightmaps engine to make big ones
  • big caves. There have caves explorable by foot. They work on huge caves explorables with ships.
  • cargo decks and docking elements in station.

INDUSTRIALIZATION OF THE CREATION OF WORLDS
There are many signs that CIG is designing its tools with industrialization in mind.

CIG often talk about simplifying workflow for the creative teams and bypassing dev for a lot of tasks. Their tools, when they show them, are pretty impressives from the usability aspect. For instance, the Building Block tech integrate HTML+CSS for the rendering part and they have stated that you can create missions without specific knowledge with it. And finally a lot of powerful proc generator are developped for the base elements of planets, moons, caves, stations and outposts.

But the main sign is that Turbulent recruit atm a whole team dedicated only to create systems. CIG wants to outsource (at least for a part) the creation of systems and it seems their tools are ready to start this phase. So to the question "how long will it take CIG to finish the 2nd system or the 3rd, etc ?" I will say it can be pretty 'fast' when all prototypes and assets will be finished by CIG. The number of people in the Turbulent and CIG teams assigned to the system creation will purely define the rate of delivery. How many people will be assigned ? 10, 50, 100 people ? Except SOL, every other systems will be much easier to do than Stanton. Pyro has 10 stellar objects. They made the 3 Microtech's moons in 3 months by two people. A quick and not very useful little calculation can give us a 0.5 stellar object/person/month. So with 50 persons, you can achieve 25 stellar objects/month = 2.5 systems/month like Pyro = 30 systems/year. But this calculations does not take into account the specificities of some systems like the Elysium one or the creation of new assets from time to time. The rate will be much slower because a lot of elements will be unique and hand made.


WIP Aaron Halo (asteroid belt preventing QT)
Source: https://youtu.be/eP2CykvbgYk?t=146
 
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The release date of server meshing is, of course, completely unknown.
So your answer to how long for more systems is "completely unknown".
I will say it can be pretty 'fast' when all prototypes and assets will be finished by CIG.
Oh wait, now you say it will be fast. LOL.
They made the 3 Microtech's moons in 3 months by two people.
You keep repeating CIG lies and bull**** as fact. If it really was that fast, we'd be seeing more planets and moons. Instead of nothing.
 
Big question with a lot of points to consider. And I know my arguments will be dismissed because "CIG is incompetent"

Most important point : atm it seems that the server is at its max capacity with one system (Stanton). They can perhaps tweak and boost their actual server to force ONE new system (Pyro) in it but it's higly probable that the result gives us an even more unstable server than the one we have now. I think CIG can't add new systems without adding new servers = at least a static server meshing. So, no other systems before server meshing v1. The release date of server meshing is, of course, completely unknown.

The Stanton+Pyro systems are also only test bed systems. You will even find in Stanton a planet that is not part of the Stanton system : Delamar planet with the pirate station GrimHEX are from the Nys system and will be moved in the future. They are in Stanton just to test the outlaw gameplay.

I think the actual goal of CIG is not yet to deliver other systems/moons/planets except for Pyro. They are stil prototyping in Stanton+Pyro, Pyro just needed for testing Jumpoint. When all major prototypes will be done, they will be able to deliver new systems. If they deliver now, they will have to redo too much. It was the case with the switch from planetary V3 to V4 and it's atm the case with the switch from flash tech to the Building Blocks tech. One of BB's job is to manage all buttons, computers screen, lock codes for chest/door/container in sceneries/missions and you still find old buttons everywhere in the actual Stanton that have to be replaced.

I think also that the prototyping phase for the generic elements of system creation is almost at end (except for space stations).
A short summary of technologies related to the creation of systems :

IN GAME
  • procedurally generated planets with handmade elements : they said the tech is mature enough but they are still working on heightmaps. Heightmaps can have big impact and force to redo some places.
  • procedurally generated outposts with handmade elements : the tech seems mature but they don't talk a lot about it. It may be not mature enough for CIG. They work atm on a proc engine generating whole villages (they are made by hand now) but I don't know if CIG want it finished to deliver new systems.
  • procedurally generated stations with handmade elements : tech not mature. They work on signage and maps (station have no signs atm). The procedural generator is not good enough too (they said they want to achieve a more logical placement of rooms). And they still have to add big engines tech and new elements (docking engine and cargo decks). Docking engine and cargo decks are WIP. All existing stations will be redone.
  • biomes (include city/industrial biomes). I can't find the exact number but I've seen at least 15 of them. They seems pretty stables and I don't think that improving a biome forces you to redo some places on planets/moons.
  • planets caves. They haven't improved them and haven't talked about it since their release. They have a lot of problems (very easy to get stuck). They are working on giant ones explorable by ships and they have a lot of new assets in the Klesher prison's cave. I suspect they will redo existing caves with a new evolution of the engine sooner or later.
  • asteroids. They work on a new version. Don't know if they are easy to redo or not.
  • abandonned/destroyed stations. I have no info.

WIP
  • a huge asteroid belt (Aaron Halo) that you can't pass with QT. You must go through specific giant doors (see video below)
  • gates for wormholes. Used to go to another system.
  • big canyons. There are small ones but they need to improve heightmaps engine to make big ones
  • big caves. There have caves explorable by foot. They work on huge caves explorables with ships.
  • cargo decks and docking elements in station.

INDUSTRIALIZATION OF THE CREATION OF WORLDS
There are many signs that CIG is designing its tools with industrialization in mind.

CIG often talk about simplifying workflow for the creative teams and bypassing dev for a lot of tasks. Their tools, when they show them, are pretty impressives from the usability aspect. For instance, the Building Block tech integrate HTML+CSS for the rendering part and they have stated that you can create missions without specific knowledge with it. And finally a lot of powerful proc generator are developped for the base elements of planets, moons, caves, stations and outposts.

But the main sign is that Turbulent recruit atm a whole team dedicated only to create systems. CIG wants to outsource (at least for a part) the creation of systems and it seems their tools are ready to start this phase. So to the question "how long will it take CIG to finish the 2nd system or the 3rd, etc ?" I will say it can be pretty 'fast' when all prototypes and assets will be finished by CIG. The number of people in the Turbulent and CIG teams assigned to the system creation will purely define the rate of delivery. How many people will be assigned ? 10, 50, 100 people ? Except SOL, every other systems will be much easier to do than Stanton. Pyro has 10 stellar objects. They made the 3 Microtech's moons in 3 months by two people. A quick and not very useful little calculation can give us a 0.5 stellar object/person/month. So with 50 persons, you can achieve 25 stellar objects/month = 2.5 systems/month like Pyro = 30 systems/year. But this calculations does not take into account the specificities of some systems like the Elysium one or the creation of new assets from time to time. The rate will be much slower because a lot of elements will be unique and hand made.


WIP Aaron Halo (asteroid belt preventing QT)
Source: https://youtu.be/eP2CykvbgYk?t=146
They've been telling the tech is built for years. You're being blinded by fancy buzzwords with little meaning. 'Industrialisation of worlds' - is that grown on your fields or are just feeding the bullshot propaganda to us?
 
You keep repeating CIG lies and bull**** as fact. If it really was that fast, we'd be seeing more planets and moons. Instead of nothing.

3 moons in 3 months by 2 people. Sure, i'll totally buy that. Maybe its only the planet surfaces though and some basic POIs. CR of course needs to approve the fashion of NPCs on those moons though.

So, 1 new systen every 6 months going by that pace?

50 years to deliver 100 systems? Totally believable!

Maybe after a few years of this they might speed up a little.
 
Big question with a lot of points to consider. And I know my arguments will be dismissed because "CIG is incompetent"

Most important point : atm it seems that the server is at its max capacity with one system (Stanton). They can perhaps tweak and boost their actual server to force ONE new system (Pyro) in it but it's higly probable that the result gives us an even more unstable server than the one we have now. I think CIG can't add new systems without adding new servers = at least a static server meshing. So, no other systems before server meshing v1. The release date of server meshing is, of course, completely unknown.

The Stanton+Pyro systems are also only test bed systems. You will even find in Stanton a planet that is not part of the Stanton system : Delamar planet with the pirate station GrimHEX are from the Nys system and will be moved in the future. They are in Stanton just to test the outlaw gameplay.

I think the actual goal of CIG is not yet to deliver other systems/moons/planets except for Pyro. They are stil prototyping in Stanton+Pyro, Pyro just needed for testing Jumpoint. When all major prototypes will be done, they will be able to deliver new systems. If they deliver now, they will have to redo too much. It was the case with the switch from planetary V3 to V4 and it's atm the case with the switch from flash tech to the Building Blocks tech. One of BB's job is to manage all buttons, computers screen, lock codes for chest/door/container in sceneries/missions and you still find old buttons everywhere in the actual Stanton that have to be replaced.

I think also that the prototyping phase for the generic elements of system creation is almost at end (except for space stations).
A short summary of technologies related to the creation of systems :

IN GAME
  • procedurally generated planets with handmade elements : they said the tech is mature enough but they are still working on heightmaps. Heightmaps can have big impact and force to redo some places.
  • procedurally generated outposts with handmade elements : the tech seems mature but they don't talk a lot about it. It may be not mature enough for CIG. They work atm on a proc engine generating whole villages (they are made by hand now) but I don't know if CIG want it finished to deliver new systems.
  • procedurally generated stations with handmade elements : tech not mature. They work on signage and maps (station have no signs atm). The procedural generator is not good enough too (they said they want to achieve a more logical placement of rooms). And they still have to add big engines tech and new elements (docking engine and cargo decks). Docking engine and cargo decks are WIP. All existing stations will be redone.
  • biomes (include city/industrial biomes). I can't find the exact number but I've seen at least 15 of them. They seems pretty stables and I don't think that improving a biome forces you to redo some places on planets/moons.
  • planets caves. They haven't improved them and haven't talked about it since their release. They have a lot of problems (very easy to get stuck). They are working on giant ones explorable by ships and they have a lot of new assets in the Klesher prison's cave. I suspect they will redo existing caves with a new evolution of the engine sooner or later.
  • asteroids. They work on a new version. Don't know if they are easy to redo or not.
  • abandonned/destroyed stations. I have no info.

WIP
  • a huge asteroid belt (Aaron Halo) that you can't pass with QT. You must go through specific giant doors (see video below)
  • gates for wormholes. Used to go to another system.
  • big canyons. There are small ones but they need to improve heightmaps engine to make big ones
  • big caves. There have caves explorable by foot. They work on huge caves explorables with ships.
  • cargo decks and docking elements in station.

INDUSTRIALIZATION OF THE CREATION OF WORLDS
There are many signs that CIG is designing its tools with industrialization in mind.

CIG often talk about simplifying workflow for the creative teams and bypassing dev for a lot of tasks. Their tools, when they show them, are pretty impressives from the usability aspect. For instance, the Building Block tech integrate HTML+CSS for the rendering part and they have stated that you can create missions without specific knowledge with it. And finally a lot of powerful proc generator are developped for the base elements of planets, moons, caves, stations and outposts.

But the main sign is that Turbulent recruit atm a whole team dedicated only to create systems. CIG wants to outsource (at least for a part) the creation of systems and it seems their tools are ready to start this phase. So to the question "how long will it take CIG to finish the 2nd system or the 3rd, etc ?" I will say it can be pretty 'fast' when all prototypes and assets will be finished by CIG. The number of people in the Turbulent and CIG teams assigned to the system creation will purely define the rate of delivery. How many people will be assigned ? 10, 50, 100 people ? Except SOL, every other systems will be much easier to do than Stanton. Pyro has 10 stellar objects. They made the 3 Microtech's moons in 3 months by two people. A quick and not very useful little calculation can give us a 0.5 stellar object/person/month. So with 50 persons, you can achieve 25 stellar objects/month = 2.5 systems/month like Pyro = 30 systems/year. But this calculations does not take into account the specificities of some systems like the Elysium one or the creation of new assets from time to time. The rate will be much slower because a lot of elements will be unique and hand made.


WIP Aaron Halo (asteroid belt preventing QT)
Source: https://youtu.be/eP2CykvbgYk?t=146

I don’t know what to say... So you still really believe what CI -g telling you and the backers? I think you answered the question how fast they could deliver Contend and Systems in the first 3 paragraphs.

CIG is incompetent
Partly true. I think they have some good coders or artists there. The problem is the management with an incompetent micromanager and notorious liar.

Engine
My personal on this is that you see they could not go further. First the OCS should solve this and now icashe and server meshing.

The Goal
That‘s true. They have no need to deliver anything as long as the cash flows.

I have a personal question for you. What is your red line for this project and at wich point would you consider it as a scam?
 
Most important point : atm it seems that the server is at its max capacity with one system (Stanton). They can perhaps tweak and boost their actual server to force ONE new system (Pyro) in it but it's higly probable that the result gives us an even more unstable server than the one we have now. I think CIG can't add new systems without adding new servers = at least a static server meshing. So, no other systems before server meshing v1. The release date of server meshing is, of course, completely unknown.

Let's look at this from a real-world perspective.

You don't design servers or indeed any infrastructure at all to "max out" and then add more and hope to get it all working, not unless your scope is trivial. You don't focus on the servers or the infrastructure either - these will be overtaken by technology in time and will be swapped out for future technologies.

You take your design goal and implementation plan and provide actuals around that.
 
Because server meshing is not here (and other elements I described in my post)... Server meshing is not a savior, but it's a mandatory step to have more systems.
In 2018 Erin Roberts said SSOCS would bring the server cap up to 100. He also said server meshing would come in 2019.

CIG is constantly rolling out new buzzwords for the backers, then failing to deliver. It is strange you haven't noticed that, given the clear 8 year history.

Why do you believe anything CIG says?
 
So your answer to how long for more systems is "completely unknown".
Oh wait, now you say it will be fast. LOL.
"completely unknown" because they need server meshing and even CIG doesn't know when it will be ready.
"fast" when server meshing will be done and it depends too on the number of people assigned to this task.
My english is so bad in my posts ?

They've been telling the tech is built for years. You're being blinded by fancy buzzwords with little meaning. 'Industrialisation of worlds' - is that grown on your fields or are just feeding the bullshot propaganda to us?
About "blinded by fancy buzzwords". I work in backend service of big websites with lots of databases. I know a little about servers. Dynamic server meshing is a HUGE tech part. I don't even know if it's possible to do it. It doesn't surprise me at all that they've been working on it for years. For me there's a very good chance that they'll fail and go back to the classic static server meshing. But for now, they are trying to do it (good luck).
I don't listen to what CR say. Only what the CIG devs say. When I heard a dev talking about it's heightmap problem to do small canyon and 1 year later I see in game his small canyon released whith the problem solved, yes, I'm confident when he talks about the next technology he works on. When you follow the dev part of SC since several years, you have a lot of proof that when a dev say he works on a tech, it's not lies.
I work also on systems where 'Industrialisation' is mandatory. You are good at seeing red signs, I am good at seeing green signs when I see some.

So, 1 new systen every 6 months going by that pace?
You may not have read my entire post.
I just copy/paste : "A quick and not very useful little calculation can give us a 0.5 stellar object/person/month. So with 50 persons, you can achieve 25 stellar objects/month = 2.5 systems/month like Pyro = 30 systems/year.". Just put the number of people you think CIG will put in the system creation and do the math to get the number of systems/year.

Engine : My personal on this is that you see they could not go further. First the OCS should solve this and now icashe and server meshing.
Some backers talk about those engines without understanding what they do. They say it will fix this or that problem when the engine doesn't handle it at all.

I have a personal question for you. What is your red line for this project and at wich point would you consider it as a scam?
Sorry but a scam where I already had fun for more than 50 hours just for 45 $ is really, really, really the worst scam ever. I don't really know how a red line could appear for me when I have fun playing. And that's not going to change, patch after patch the fun and hours played increase. The ratio $/hours played is constantly decreasing too. But if one day CIG stole 100$ on my bank account, yes, I will call CIG scammers. BUT, to go your way, the first backers that only wanted the initials strechgoals can legitimately call CIG scammers.

In 2018 Erin Roberts said SSOCS would bring the server cap up to 100. He also said server meshing would come in 2019.
For the SSOCS they had made estimations of the memory freed for the server. The estimations were wrong and they said us that they were wrong about it. Estimations in unknown territory are not easy. And for the date, never thrust a date given by CIG, especially for the server meshing.

I doubt you have an idea what server meshing is - except that it is the messianic salvation to the project.
Thanks, I just work in a field very similar to this one.
 
You may not have read my entire post.
I just copy/paste : "A quick and not very useful little calculation can give us a 0.5 stellar object/person/month. So with 50 persons, you can achieve 25 stellar objects/month = 2.5 systems/month like Pyro = 30 systems/year.". Just put the number of people you think CIG will put in the system creation and do the math to get the number of systems/year.

No, i just picked up on the part i quoted which gives the numbers i wrote.

Now, where you seem to be heading with your comment is well into the territory of the mythical man month as well as speculating a lot on who can do what inside CIG and what creating a new stellar object takes.

I mean, think about it 2 people working on a moon? If we are talking about terrain and objects only, that's possible. But the moons (and planets) are a lot more than that. Otherwise you just end up with nothing to do on those planets. Are you already forgetting about NPC fashion for those moons? And of course quest points and lore related things that need adding that won't be the work of those "2 people".

So, if you want to get into mythical man month territory, sure, CIG could assign (hire) dozens of people just to make planets, but then that's all you got. Planet assets. And useless until the engine can handle those extra planets, but that aside, they then need content, fashion!!!!, quests, etc.

In short, if you think CIG can just assign a load of people to it and it will miraculously increase the rate, you might be surprisedly mistaken. Even assuming they have the right people to assign to it (taking them away from whatever they are doing).

So, no, you can't just imagine a number of people that CIG might magically assign to planetary creation and then speculate we will have 30 systems in a year. That's just pure fantasty land talk.

EDIT: Ah, i see you claim to work in IT... so, apply your knowledge and experience to what CIG is doing, and think about the things you are saying.

You must be aware of this book or at least the principles in it and Brookes Law right?

 
Wouldn't it be better to make the networking right before making game assets and systems?
You can make the networking "right" before anything by following good requirements specifications. Except that if you have some sort of requirements specifications before all engines creating/moving datas are released, they are just very vague and imprecise estimates, not one real data exist yet. The estimations are most of the time false and your networking engine had to be redone again and again at each release of main engine creating a new set of datas. Each new engine in SC come with a lot of data.

The more important, for long term projects in need to handle quickly a lot of datas, the tech you use at the beginning of the project may be at risk of being completely overtaken by a new technology during the development. For instance if CIG had started to work on a worldwide big data transfert service in 2014, Amazon had released AWS Snowball (the exact same service) for USA+Europe in 2016 : https://docs.aws.amazon.com/snowball/latest/ug/whatissnowball.html . In this case, working on this tech from the beginning of the project would have been a big mistake.
 
But the main sign is that Turbulent recruit atm a whole team dedicated only to create systems. CIG wants to outsource (at least for a part) the creation of systems and it seems their tools are ready to start this phase. So to the question "how long will it take CIG to finish the 2nd system or the 3rd, etc ?" I will say it can be pretty 'fast' when all prototypes and assets will be finished by CIG. The number of people in the Turbulent and CIG teams assigned to the system creation will purely define the rate of delivery.
That's interesting you bring up Turbulent. You're the first person in this thread to bring up the fact Turbulent helps build and design playable areas in SC and SQ42 -- can I ask where you heard that? Normally they've been looked at as the "website" guys, but have grown to be much, much more than that.

Let's talk about what Turbulent has brought to the table over the years (I'm not going to source all these, if you really want you can go through my SA post history for sources and direct links):

Turbulent's HEAP Platform: designed entirely by Turbulent, this is where the whale fracking begins. Unfortunately the original white paper is gone from their website (but remnants can be found across the web) but it does discuss how to fully engage your audience and make them spend, spend, spend. They got in on the ground floor of Star Citizen and have helped "engage" players or alpha-testers or backers or whatever you want to call them since the very beginning.

Website improvements, including Spectrum and an award-winning 'verse browser.

Video editing, creation and content: Turbulent at some point began to handle most of CI's marketing videos (not cinematic trailers, below) such as Calling All Devs.

Cinematic Team: some cinematics were handled directly by Turbulent, mainly marketing videos for ship sales. After some time, this would come to include non-marketing in-game cinematics as well, most likely for SQ42.

Tools and UI design: more and more postings and openings directly for Star Citizen on the Turbulent website suggest that they are now in charge of a large amount of backend support tools, including the new UI designs for Star Citizen.

Server improvements: Recent job postings indicated Turbulent also has a hand in the fabled server meshing and netcode improvements

World creation, including map and level design: job postings also indicate that Turbulent is working on building levels, including playable areas in SQ42 and SC

Unverified but highly probable: Looks like some of the demo reels we've seen of SQ42 were handled by Turbulent as well, including postings for time-limited contracts (six month positions) to build specific gameplay demos.

They started as a pretty small company, but have grown immensely since the SC kickstarter. They also have direct ties to CI, as two of the top members of Turbulent are on the CI board as of 2019 (and vice versa).

I've been talking about this for years, but Turbulent seems to do just about every damn thing for CI, Star Citizen and Squadron 42.
 
The more important, for long term projects in need to handle quickly a lot of datas, the tech you use at the beginning of the project may be at risk of being completely overtaken by a new technology during the development. For instance if CIG had started to work on a worldwide big data transfert service in 2014, Amazon had released AWS Snowball (the exact same service) for USA+Europe in 2016 : https://docs.aws.amazon.com/snowball/latest/ug/whatissnowball.html . In this case, working on this tech from the beginning of the project would have been a big mistake.
Why the heck would they need to use Snowball?
 
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