Game Discussions Star Citizen Discussion Thread v12

Stopped reading at Google's Stadia

First Cry's Cry
Then Amazon's Lumberyard
Now Google's Stadia.

Outstanding. You simply cannot. Make. This. Bullsh8te. Up.

So he was actually thinking about thinking to migrate his unprecedented Frankenstein monster to Google in 2019? After all the time spent wading through self created legal sewage. And even more monetary resources wasted on the legal drama trying to extract himself and his Frankenstein creature from said legal sewage. All while finding the time to virtue signal to other gaming devs on how to 'improve" fan base confidence in their game titles for the future. Literally pontificating to genuine AAA industry devs who actually released GOTY titles over the last 2+ decades to his zero. Given the increasingly unwieldy technical challenges/performance running the PTU/PU on Lumberyard, could this be Chris milestone exit criteria for any failed SQ42 release in 2021? blame the scope creep and unreliable game performance on limitations of Lumberyard. Ditch Amazon for Google and set his legal army to minimize subsequent legal/PR fallout from Amazon and the fan base alike.

Result: Profit. He's just bought another 10 years of dev time to be spent overhauling the pre-alpha game engine, upgrading the graphics, subcontracting scope like TOW with zero oversight to under performing industry dev subs the likes of IlFonic etc. All while generating even more $$$$ flow through exclusive ship jpgs to whales and unsuspecting new peasant level backers. But whatever.

The show must go on.
 
New enter effect for big ship.
Effect seen from distance one another ship at 0:34. The occuling distance has been greatly increased for 3.10

What do you think about CIG considering significantly increasing travel times, just so players can actually see the re-entry effects? For the most part now, in normal game play, you wont see them.

backer said:
Lets us appreciate all the time and effort you took to actually make something in the game that we waited for. To do this, here are two solutions.

A - Allow Re-Entry effects to happen during Spline Jumps
B - Move Spline Jumps back outside of Atmosphere like they used to be, and let the babies cry about the long travel times.

Spline jumps probably shouldn't take you straight into atmosphere anyways, was always weird.

dev said:
When adding these reworked effects we've been talking about both options within the VFX team.
We pushed a little bit for option B, but since it affects game play, that decision ultimately lies in the hands of design and game play teams.
Option A at the other hand is something we do have influence over. While we didn't have the time to add them to the orbital QT effects for 3.10, they might be added once a pass is done over the QT effects in the future. Though, I'm not sure when that pass is planned, so it might be while.

In the mean time, we've tweaked the calculations for making the effects show up. They will definitely show up more than what we had in the last few patches.




 
How do you plan on using this in game? What are you looking forward to doing with this in 3.10?
In SC, there will be permanent damage that will have to be treated in special medbeds.
If you are unconscious or both legs are broken, another player will have to drag you to a ship and take you to a hospital (or heal your wound directly if he has the right medbed in ship : Cutlass red, Carrack, etc).
Also bounty hunters will have too to knock off their bounty and grab them to a cell in their ship. CIG has added the new shock damage that will be able to make you unconscious.
There are also roleplay usage for the dragging.
 
In SC, there will be permanent damage that will have to be treated in special medbeds.
If you are unconscious or both legs are broken, another player will have to drag you to a ship and take you to a hospital (or heal your wound directly if he has the right medbed in ship : Cutlass red, Carrack, etc).
Also bounty hunters will have too to knock off their bounty and grab them to a cell in their ship. CIG has added the new shock damage that will be able to make you unconscious.
There are also roleplay usage for the dragging.

In 3.10 what are your big plans for the mechanic? You do a lot of roleplay?
 
How do you plan on using this in game? What are you looking forward to doing with this in 3.10?
I dunno but I hope this means Hitman/MGS style “stashing bodies in dumpsters” stealth situations are in the works. Game design built around hiding corpses is the most underrated of all play mechanics.
 
As I remember that was suppose to be in "game" few years ago.....I mean it's cool and do not look that bad but what is the actual real purpose of it?
Same purpose as objects rolling down hills or thrusters kicking up dust: to make you feel more like you’re there. Also every game needs flopping corpses, their removal in Dark Souls 2 was the low point of the series. No game is complete without them.
 
For the bounty hunters, you can see prison pods with NPC bodies in them at 9:03.
The goal will be to grab the stunned bounty into a pod and get him to the Klesher prison.

The bounty hunter ship is the Cutlass blue. You can see the prison pods below.
 
How do you plan on using this in game? What are you looking forward to doing with this in 3.10?
First, the game mechanic demo in that video proved this latest feature creep is poised to take SC to the next level. With this, SC could be poised to superseded Death Stranding as the best, most ultra realistic walking simulator on the market.

Second, and with a little creativity, it's quite plausible this game mechanic has created emergent sand box game play. Besides dragging, the new interactive feature enables you to mutilate and desecrate corpses. Potential necrophilia and other taboo interactions may also be potentially possible in future. Just need a little creativity and dash of ennui on the player's part. You basically now have the freedom of becoming as Machiavellian, sadistic, and deviant as you wish to be in the Verse.

Third, with a bit of resourceful insight, is game play loop expansion. For with this feature, the Bounty Hunting loop has been transformed by new player agency. Now you have the choice to deliver your target alive or dead. If the latter-- as facilitated by the this scope creep feature-- you can deliver both player & NPC corpses directly to the drop zone at the nearest IF facility/station. The reactions from bored station NPCs is likely going to be quite priceless. Now you've given them something else to gossip about besides standing around bored on their chairs, painfully phasing//clipping through floors/walls/objects, and violating the Pauli Exclusion principle while standing on the same spot merged into each other....

Fourth and lastly, the game mechanic demo also proved this is an excellent outlet for players to relieve stress. And whatever pent up frustration, sexual tension etc they may be suffering from irl.
 
I thought it would take at least a few more days before you started posting random screenshots and videos.

Why does every single Star Citizen "enthusiast" here start and end at exactly the same point?

Despite what you may think, some of us have been following every patch.We know the features, have seen the improvements and understand what should eventually be coming.

Some of us have been doing it for almost a decade now.
 
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