Lol, Derek is like one of those hobos having an episode and stalking street corners shouting about armageddon.
You know what they say about broken clocksLol, Derek is like one of those hobos having an episode and stalking street corners shouting about armageddon.
And here I thought you kinda like them. But now, dear sir, you are saying that its 9 years of development, and CI-G is still trying to produce a roadmap (of all things!) that is not bad? Mad skillz.No lies. You can say a bad roadmap if you want.
So it's a good news that CIG want to change the actual roadmap form no ?
So for 9 years of development they had no server backbone that is essential for reaching the declared goals? Mad skillz indeed.But they were using nothing before. There were no long term persistence for objets in-game before 3.10.2. It's what iCache is for.
So on the 9th year of development they have just started testing a tech that is insufficient for reaching the declared goals and must be replaced before the release? Dear sir, that's hilarious.I was speaking of the future final desired product >>> "they want to achieve with SC".
The icache and the server meshing they build now is not designed for 50 players...
Nothing to see here, roll the hoop & have fun.Just played it for 3 days in a row (been a while, I don’t have that much time). In my opinion the magical tech is working great. Dare I say it?? I had fun![]()
No, I said the tech they add now is the final one and tailored for the future MMO part of SC, not the actual 50 players limitation.So on the 9th year of development they have just started testing a tech that is insufficient for reaching the declared goals and must be replaced before the release? Dear sir, that's hilarious.
Excellent
They liked dodging using the MMO name for a loooong time (hell, even now the Wikipedia page doesn't call it an MMO!). Sometime around June 2013 the original FAQ page which says "no, it's not an MMO!" vanished into the ether, replaced with the About the Game page which was much more grand, woolly and dreamy.And, if I recall correctly, the MMO feature was not a goal of the initial kickstarter. The initial kickstarter was only for a multiplayer game (the alpha is already multiplayer). How can you count 9 years for something that was only decided later ?
I can't find when CIG had switched from a multiplayer goal to a MMO goal. Help needed !
No, I said the tech they add now is the final one and tailored for the future MMO part of SC, not the actual 50 players limitation.
And it's 6 years of development for me with development priorities on SQ42, not SC.
And, if I recall correctly, the MMO feature was not a goal of the initial kickstarter. The initial kickstarter was only for a multiplayer game (the alpha is already multiplayer). How can you count 9 years for something that was only decided later ?
I can't find when CIG had switched from a multiplayer goal to a MMO goal. Help needed !
Real quick, Star Citizen is:
- A rich universe focused on epic space adventure, trading and dogfighting in first person.
- Single Player – Offline or Online(Drop in / Drop out co-op play)
- Persistent Universe (hosted by US)
- Mod-able multiplayer (hosted by YOU)
- No Subscriptions
- No Pay to Win
The great news is that we’ve already raised enough money to ensure this project will happen!
They also appear in Star Citizen?You know what they say about broken clocks![]()
The Reasons You'll Want to Play Star Citizen
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Space is unending, endless and so are your opportunities. Strike out to make your fortune amongst the Stars or sign-up for a tour of duty in the UEE Fleet.
- A huge universe to explore, trade and adventure in
We’re committed to making Star Citizen a living, breathing universe that is its own entity. It will be a constantly shifting and evolving place for players to explore and affect.
- Constantly expanding and evolving universe
We’re not interested in having yearly updates. Once live, we will have a team of people adding content on a weekly or bi-weekly basis. So we’ll always be adding data, stories and campaigns as well as reacting to the needs and actions of the players.
- Micro updates rule!
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Playable offline or online, co-op with friends, you sign up for a tour of duty with the UEE fleet, manning the front lines, protecting settlements from Vanduul warbands.
- Squadron 42 - A Wing Commander style single player mode, playable OFFLINE if you want
If you distinguish yourself in combat, you might be invited to join the legendary 42nd Squadron. Much like the French Foreign Legion of old, they can always be found in the toughest areas of operation and always snatch victory from the jaws of defeat, regardless of the odds.
- Life during wartime
Upon completion of your tour you’ll re-enter the persistent Star Citizen universe with some credits in your pocket and Citizenship to help you make your way. But in the universe of Star Citizen when one conflict ends, another is just around the corner. You’ll have opportunity to spend more time with your squadron mates as additional Campaigns are released as part of the content update plan.
- The conflict never ends
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The universe will change based on the players' actions and adventures allowing them to become part of the history of the universe. As an example, players can scan for gravitational anomalies while out in space. If one is discovered and the player manages to successfully navigate this uncharted jump point, they’ll be able to sell their Nav- Computers recording of their jump flight path for a great profit to a space company for other users to download. But the real prize is getting the system or jump-point named after them!
- Actions of the players impact the universe and become part of its history and lore
Our modding tools will allow players to design new ships for both submission to the persistent RSI ship dealer network or to build custom ships and items for the self-hosted multiplayer mode.
- Allowing user generated content is a key design goal
We plan to put a lot of social ideas in the universe. Since the universe is dynamic, it will create some divisions and factions. For example, it’s a perfectly valid choice not to be a Citizen and operate outside the protection of Earth. We think there will be people that gravitate to crime or helping enforce the law or defending the galaxy from the alien raiders or just accumulating as much money as possible. We want to include all these social divisions so players will gravitate to one or the other much like the real world operates.
- It’s about the gameplay and your interactions with others
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If too many people fly iron ore to the smelting plants of New Pittsburgh, steel prices will drop. Buy low… sell high… you hope.
- Fully dynamic economy driven by player actions
In game trade landing and trade tariffs pay for law and order in the civilized systems. Want to make a bigger profit? Try the outer world - outside earth’s infrastructure and protection. The downside? No military or local police to protect you from an opportunistic pirate!
- The cost of society
You could be a trader, a miner or an industrial magnate. Amass great wealth or just run enough missions to earn a comfortable living and upgrades for your ship.
- Money isn’t everything
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If caught alone in an online ambush, send a distress broadcast to your friends and if they’re nearby they can jump in-system to save your bacon. In each combat instance player slots are reserved for your friends so you can rally forces to join you in combat!
- Space is empty but you’re never really alone
On larger ships, friends can join you to man turrets, repair systems, or switch with you on the pilot’s chair. Think the Millennium Falcon with Han-Solo piloting and Luke on the turret.
- Bigger ships offer bigger multi-player action
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You wanted proper Newtonian mechanics. You got it! Spaceships adjust their trajectory and orientation just like the real thing.
- Full rigid body simulation of all spaceships
Like a modern day F-35, the ships have fly by wire systems which take the player’s inputs and then translate them into the commands for the ship’s engine and thrusters to articulate and deliver the required thrust to achieve the pilot’s request.
- Intelligent Flight Control System (IFCS)
Ship’s performance is calculated dynamically based on various physical variables and the ability of your jet maneuvering to deliver thrust towards a requested vector. What does this mean? Infinite customization with component damage, mass or energy changes affecting maneuverability on the fly – allowing for endless combat strategies and results.
- Dynamic Ship Maneuverability
Because we are fully simulating the physics and flight dynamics, the actual components matter. If a port thruster is damaged, it will affect your maneuverability organically. If you upgrade your thruster package with enhanced thrusters that gimbal faster and deliver more thrust it will affect your performance. Dump cargo, you may be able to get the edge in turning in a dogfight.
- Ship Components matter!
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Most current gen “AAA” games have around 10,000 polygons for a character and 30,000 or so for a vehicle. In Star Citizen, the characters are detailed at 100,000 polygons, the fighter at 300,000 and the Space Carrier 7 million! This allows unparalleled detail, making the visuals more immersive than has ever been achieved before.
- 10X the detail of current AAA games
Every spaceship is built from 100s of sub-components, many of them moving and articulating just like they would in the “real” world. If a component gets damaged during combat be prepared to feel the effects on your ship.
- Everything you would imagine would move or articulate on a spaceship or a device – does!
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From a vast 1km long carrier to a 27m fighter, to your 1.8m tall pilot, Everything is rendered and to the same level of detail. Zoom in to the paneling of the carrier and its texel density is the same as the 27m fighter. All without a load screen or loss of visual fidelity.
- Range of scale never seen before in a game
Because of the ability of the game to scale seamlessly you could be looking out the windows on the bridge of a carrier watching the battle unfold or jump into a cockpit and take the fight to the enemy.
- Really feel the scale of ships and space battles
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We’ve all got our preferences, so why be forced to choose?
- Joystick, gamepad, mouse, keyboard are all supported.
As part of commitment to high end gaming we are dedicated to supporting the more exotic enthusiast peripherals; HOTAS, flight chair, rudder pedals. It’s all about the immersion and if you've got the equipment we want to support it!
- Advanced peripheral support
We have backed Oculus Rift and will support it in Star Citizen / Squadron 42. Who doesn't want to sit in their cockpit, hands on your joystick and throttle, swiveling your head, to track that enemy fighter that just blew by?
- Virtual Reality is here!
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Built on top of Crytek’s award winning CryEngine3 technology, Star Citizen’s engine is built to scale for the PC’s of today and tomorrow.
- Next generation, TODAY
As you upgrade your PC, Star Citizen will take advantage of your extra processor cores, memory or GPUs. This is why you’re a PC gamer – you love being on the cutting edge, not stuck in the past!
- A PC gaming enthusiast’s friend!
Even with our very limited self-funding we have been able to do already a lot of work which is why we can show you not just concept art and a cinematic trailer, but an extensive demo of actual game play. So, we are confident that even with limited means we will be able to deliver an amazing experience.
So I recall correctly.You recall incorrectly. At launch the initial pitch was a single player campaign, that you could coop with friends, which upon completion you would enter the 'verse, the MMO part.
So, any proof yet that sc is a scam?
No lies. You can say a bad roadmap if you want.
Oh stop it.So I recall correctly.
A "persistent universe", as said in the initial kickstarter, doesn't mean it's a MMO. A Minecraft server for 10 players is a persistent universe for instance.
Ugh, really wish you wouldn't do that cultist thing of defining how long they have really been developing the game. CR himself said the game had been in development for a year before kickstarter and what they showed at the launch was an actual game, not just a flashy demo. Remember, CR said they don't do that!
So I recall correctly.
A "persistent universe", as said in the initial kickstarter, doesn't mean it's a MMO. A Minecraft server for 10 players is a persistent universe for instance.
They're just following the examples set by Chris Roberts, and of course CIG's representatives.Why is it such a common thing amongst fanboys to behave like little weasels?
They're just following the examples set by Chris Roberts, and of course CIG's representatives.