Game Discussions Star Citizen Discussion Thread v12

It's just another brick to the crime gameplay.
What have be done (scripts still wip) : crime identification, crime counter, crime surveillance with satellite, satellite surveillance hacking with cryptokeys, crime counter hacking with cryptokeys, bounty hunter pvp/npc, guard fighting players with crimestat, bounty marker for mission, prison, purging crimestat in prison, escaping prison, fines system on restricted areas/landing pads, police NPC patroling, police scanning of illegal stuff. I think I have all for what's in alpha atm.

Scripts worked atm : player's declaration of murder inside ship/party, body dragging, improvment in fine system (especialy on landing pads hammering).

To come : putting captured bounty in pod, transport of the pod to prison, transport from the prison of freed prisonners (for now you are just teleported when freed).

All of those scripts have gameplay usage or mission usage. For instance, atm if you have crimestat you can hack it in special places (ex:satelitte) with a cryptokey that you must buy in limited places. The hacking takes several minutes and as soon as you start it, a pvp mission is also started for bounty hunters players, they start to seek you. So you have to be carefull and it's usefull to have friends with you to keep your back when hacking.

For the wounds system, a not so known plan is to tie it to permanent death. Big wounds have a global counter. When you have too much of these wounds or you are too old, you die permanently. You might start with a fresh character that will inherit some of the belongings of your last one.

Again, you're missing the point.

Body dragging isn't needed right now for anything (except "roleplay" which you can use that argument for anything), so leave working on things that are not needed now for later, when they are needed, and focus on spending that dev effort on the things that are needed like, how about mechanics for ships they have already sold, some of them years ago, but are still lacking their functionality.

My guess, because body dragging is relatively easy dev work and the bulk of the work is on the animators, which CIG has plenty of. By doing it they get the backers all excited because its one more feature and they will forgot for a time how the ships they have bought are still not in the game or if they are, they are still lacking the gameplay associated with them... but hey, we can now drag bodies around, because that's what you do when you need to move a body, you drag it. I'll of course remember this if i ever see someone who is injured, i'll drag them along the ground rather than the old fashioned fireman's lift.
 
Land claims is not for the release, it's an after release project.
Sataball has been effectively buried.
Space kitty : doesn't know, what's that ?

Space kitty is a rip off of Hello Kitty. How CIG didn't get sued into oblivion for it i have no idea. It was an even more blatant rip off than the sandworm. I mean, ok, big worms that live in a desert.... its hard to argue Frank Herbert was the first person to think of something like that. But Space Kitty was outrageously a rip off.

So, i presume CIG spending time on Sataball and hyping it to backers is not an issue for you? Or do you find it questionable?

Do you see nothing wrong with CIG selling land claims for 50 & 100 dollars to backers, hyping it, telling people they needed to have claims to get the best land, only for their use to never materialize, and if you are right, they won't have a use until after release? By the time they add their use, the game will be long released, people will have plenty of money, and anyone will be able to grab a land claim using in game currency, and when its implemented, those who bought early on will not have any special advantage over those who came later?

How many more things like these does it take for a backer to start saying "Hold on, CIG are a not to be trusted with my money or my time"?
 
How large is the scope of SC now? I'm curious if the scope at $300mil is twice of $150mil milestone.

CIG decided to do full planets somewhere in 2015? So if they hit 150 million before then, then the scope after became like 10x bigger. Because one they decided to full planets, it insanely increased the amount of work, not just because of the planets themselves, but its when CIG shifted focus of the game from being a space sim to a everything revolves around planets game.
 
Good question... what is actually considered “release ready” version of SC? And is there a list of V1.0 features somewhere for the most open developed game ever?

That's really up to CIG to decide. The big question is whether they will ever release when pledging seems to work so well for them.

They have waffled a lot about what release might be including CR's Citizencon talk about "What is release?"

Its quite clear, release is a bit of a dirty word in CIG.
 
CIG decided to do full planets somewhere in 2015? So if they hit 150 million before then, then the scope after became like 10x bigger. Because one they decided to full planets, it insanely increased the amount of work, not just because of the planets themselves, but its when CIG shifted focus of the game from being a space sim to a everything revolves around planets game.
How could you say such awful things? The job of devs was to lay out the pipelines, after that subsumption will automatically lay out whole planets with fidelity. Or something like that, pretty sure if you use any combination of words "fidelity", "subsumption" and "pipelines" it will answer the call.
 
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Now this is some next gen AI...

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Look at those customers giving the bartender the side-eye. Uncanny!
 
Look guys, i know you were all really disappointed that the elevator panel rework (tagged as "gameplay") was pushed back from 3.10, but good news, its now in 3.11!

Not exactly sure how that can happen since CIG claim to be using the magical staggered development, where you have different teams working on alternate branches and 3.11 should already be half way through its cycle. Ok... you might say they pushed it over to the other team if the other team has time spare to work on it, but whenever has a patch in recent history (especially since they claimed to start using staggered development) not get its content gutted as it went on?

Anyway, here is the roadmap. Worth noting, things that didn't make the cut for 3.10 were removed from it so as not to show the things they planned to add but didn't. Smart marketing move right there.

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Let's see what else is on the "gameplay" menu for 3.11

Improved throw!
Pushing and pulling objects!!
Missile operator mode!!!
Death animation improvements!!!!
Law Systems: Surrender!!!!!

I don't know how backers can contain their excitement at the plethora of new gameplay features that are soon going to be removed from the roadmap!

In other news, the JPG factory is doing well with 4 ships on the list.

And they are still trying to get their networking working well.
 
Haha, just noticed this.

The fabled elevator panel rework that is currently at 0% (0 out of 3 tasks) right now for the 3.11 patch was at 17% (1 out of 6 tasks) at the start of June.

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So, in a bit over a month they somehow lost 17% of the work on the elevator panel rework and the task no longer requires 3 of the original tasks for it?

Anyone else get the feeling that CIG are just making stuff up as they go along?
 
Space kitty : doesn't know, what's that ?

A copyright cluster&$&" that they apparently noticed in time and killed in time to avoid the lawsuits. If I remember, I only found out about it in one of the Sunk Cost Galaxy episodes (possibly the latest one). That actually tells me you may not have seen that series. If you're curious, it's a pretty neat documentary about all things SC, as seen by Bootcha, an ex investor. You can find all the episodes so far here:

There's a ton of information there, starting with events well before SC, it's pretty fascinating. I don't even want to know how much time and effort Bootcha spent on this (but I hope he keeps at it :p ).
 
ToW rumors from the SC Leaks folks:
Unfortunately, due to delays, Theatres of War will not release until 3.11 at the earliest. All Evocati testing with Theatres of War has also been delayed, and CIG is only planning to continue Evocati testing a few weeks after 3.10 has been released Live.

As a side note, while CIG claims Theatres of War has only been developed for 8 months, it has actually been developed for over 2 years...
SC reddit
 
Hard to write anything sensible about SC. I bought the cheapest ship around 2 years ago just to get access. Updated SC and played it recently to see what has changed and can sum it up in two words - "very little". The thing I'm not getting is that it has been in active development for at least 7 years and raised more than $300 million and still not a playable game. Something doesn't add up and Roberts buying a $5.5 million house is just weird. ED started with something like $600k and was a mature game within 5 years and it is better than SC IMO. So if anyone really knows what the heck is going on with SC please share.
 
If you can remember any of the pre-2018 chat that would be cool though. Like you say docking collars were definitely bigged up for a while.
Definitely cant recall the details about that. What's interesting is some ship models feature this prominently, while some others had it and then a rework made it disappear. For example i can still see it clearly on my Retaliator (it's right dead center between the lifts, cannot miss it) as this is one of the very few ships now that has never been reworked. I think there was something about that when they initially sold the Starfarer (in JPEG format) and of course the Cutlass series as these were the source of many dreams. Of course the actual game mechanics, the very twitchy flight model, the game engine (with "moving fps maps" and "physics grid") and of course the complete lack of focus of CiG management led to the silent burial of this feature.
Cant be bothered to spend time searching for a detailed chronology on that though...
 
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