I’m going to go out on a limb here and say the SQ42 vid will be nought but smoke and mirrors
Shhh, they still can’t get reflections in mirrors. It’s a sore point for Chris :/
I’m going to go out on a limb here and say the SQ42 vid will be nought but smoke and mirrors
Teaser for tomorrow
It seems that we'll finally have the SQ42 video.
But mirror tech is broken, and gasses tech is still being developedI’m going to go out on a limb here and say the SQ42 vid will be nought but smoke and mirrors
- expect a 4.0 announcement "soon" [read: next 90 days] that finally takes Star Citizen into beta stage
- no specific date tied to 4.0 but expect it "soon" [read: Q2/Q3 2021]
- with the addition of Pyro/beta, server limits will be increased to 100 for each star system
- new system will limit the number of concurrent players in a single area, able to split and combine players "seamlessly" as required [we'll see!]
- this is the first step of "server meshing" talked about the last half decade
- a new city, orbital platform and prison (???) can be selected as new start locations
- Theaters of War has gone back to the drawing board [I'm pretty sure its KIA]
- the investors supposedly do see value in that mode and it is not entirely dead
- more "fast-paced," "teen-friendly," and "Fortnite-esque" are words exchanged about ToWs future
- investors were surprised that Star Citizen already had a "Star Wars: Squadrons" mode and that it wasn't marketed more and more heavily monetized
That was a week or two agoMore from the agent.
That was a week or two ago
POSTING GUIDELINES
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There are currently 95 systems, 324 planets, 74 moons, 50 space stations, and 76 asteroid formations in lore. In game and interact with one, we know another is pretty far along, and there should be 2-3 systems that have at least some progress based on progress we can see from Squadron trailers.
We have heard that tools can be developed to speed up the process, and you can look at the lore and see some systems are sigificantly easier to develop than others: Gurzil is just an asteroid field, Tanga is 3 hot planets and no landing zone, etc.
That all said it's still hundreds of planets, moons, asteroid belts, and hero zones that you have to go. Even working at pumping out 10 systems a year it'd take you 9 years from tomorrow to get that all out. So without commenting on tools, what realistically is your plan here?
Are you going to develop a large number of systems in tandem by blocking out the simple ones in mass? Are we going to have more dedicated teams working on systems to try and make them faster? Is there a Rate of systems/year at which you are aiming to add these systems or are you planning 1 large drop with many systems at some point? And, how do you make hero LZs faster, because that seems to be the Biggest spoiler here on the progress.
SQ42 is currently 6 years behind its original delivery target. Over recent years there has been little communication on updated delivery targets for SQ42. The last information available was the estimated SQ42 beta in Q3 2020 on the now abandoned roadmap. That date has now passed and there has been no communication on whether SQ42 has entered beta. As it stands the community has completely divided opinions on the expected release date of SQ42 with opinions varying from that SQ42 is in beta currently to it being 5+ years away.
You stated in the pledge (https://robertsspaceindustries.com/the-pledge):
"We, the Developer, intend to treat you with the same respect we would give a publisher. You will receive regular updates about the progress of the game."
Given the massive uncertainty on the progress of SQ42 within the community, do you feel as though you have been meeting this objective?
No need to complain thenOnly paying backers can post on Spectrum, which Ecity may not be
No need to complain then![]()
No need to complain then![]()
Q: Death of a Spaceman was written way back in February 2013. Obviously, there have been some changes since then(e.g. landing zones were planned to have an in-engine cutscene v. now players pilot in manually which is way cooler in everyone's opinion). While this is probably currently undergoing a design rework, could you tell us what you know to be different now, and what some possible plans are? What's changed?
Chris Roberts: Later this month there is going to be a Calling All Devs episode on "Death of a Spaceman" with myself and Richard Tyer, Core Gameplay Director (which includes the Actor teams), where we'll go into the current plans, which you' start to see the results of mid next year as we begin to bring in Medical gameplay. So watch for that as we'll go into the current design which is ready for implementation.
Q: How do you envision NPC crew gameplay? ................
T Papy: First steps are building out the player functionality to those roles (Captain, Engineer, etc) similar to pilots and turret gunners. We currently have some of those AI functions, like flying the ship, but we would still need to build the "glue" for AI, like what they do off duty. The capt/owner of the ship will need a way to set what roles he wants the NPCs to do. The Capt will also need a way to interface with the AI to tell them what they want them to do, like fly to a set location or attack a certain target.
We are still planning to allow players to take remote control of the NPCs.
You’ve paid right? Help your friend out thenNo need to complain CIG lock their forums behind a paywall?
Some might suspect they don't want people who haven't given them money asking awkward questions.
Chris Roberts: ...we'll go into the current plans, which you' start to see the results of mid next year as we begin to bring in Medical gameplay.
You’ve paid right? Help your friend out then![]()