Stormworks is also fully seamless. And programmable. Sips can sink too when flooded. Buoyancy is modeled.
I’ve never played Empyrion, I’m not really a survival game fan, but I’ve tried and seen space engineers a lot. It’s cool, not exactly my thing, but in the end, it’s just a better looking minecraft, the detail is not even close to SC. My opinion.
You can 3D print in game. So you design a torpedo that gets fabricated. Gets shoved in tube and launched and then do it again. As long you have ressources. Make a missile. Or a mass driver using the artificial gravity generators.A better looking minecraft that allows 30 players to take on a drone hiveSource: https://www.youtube.com/watch?v=ltf88jMHnzg
Or large warship battles:
Or to assault, board and takedown a carrier's reactors:Source: https://www.youtube.com/watch?v=HM0uPDKSRlQ
Or to build rovers to race on a booby-trapped circuit:
And I'm not even getting into Old Duck 3D-printing his ships, you'll have to visit his thread for that...
"better looking minecraft" is a bit of a reductive moniker for what is possibly the most extensive space game sandbox available at the moment imho. Yes, that's how it started, and likely what you have in mind, but it has insanely grown since. There is better looking, there is smoother playing, there is more mmo-style, there is more survival-style, but in terms of possibilities, it's pretty mind-boggling these days.
I agree. The attention to detail in Space Engineers (and to a lesser degree, Empyrion: Galactic Survival) is not even close to Star Citizen's. Star Citizen's attention to detail, especially compared to Space Engineers, is so far below those two set that you need a spy satellite to spot any. I've barely scratched the surface of what SE's timer blocks are capable of, let alone looked into its scripting language, but I am in awe. Most importantly: every single detail can be interacted with, altered, salvaged, or destroyed by the player.I’ve never played Empyrion, I’m not really a survival game fan, but I’ve tried and seen space engineers a lot. It’s cool, not exactly my thing, but in the end, it’s just a better looking minecraft, the detail is not even close to SC. My opinion.
Cool, I might revisit the game, problem is I’m not really into building stuffA better looking minecraft that allows 30 players to take on a drone hiveSource: https://www.youtube.com/watch?v=ltf88jMHnzg
Or large warship battles:
Or to assault, board and takedown a carrier's reactors:Source: https://www.youtube.com/watch?v=HM0uPDKSRlQ
Or to build rovers to race on a booby-trapped circuit:
And I'm not even getting into Old Duck 3D-printing his ships, you'll have to visit his thread for that...
"better looking minecraft" is a bit of a reductive moniker for what is possibly the most extensive space game sandbox available at the moment imho. Yes, that's how it started, and likely what you have in mind, but it has insanely grown since. There is better looking, there is smoother playing, there is more mmo-style, there is more survival-style, but in terms of possibilities, it's pretty mind-boggling these days.
Many designs are in Steam Workshop and can be spawned as part of the scenario. If it breaks you'll have to repair though. Isn't that what the Citizens want? Is perfect for multicrew. Hence "space engineers".Cool, I might revisit the game, problem is I’m not really into building stuff
Cool, I might revisit the game
Just been posted on the main SC sub (LOL, just noticed by who!)
Source: https://www.reddit.com/r/starcitizen/comments/ksajpe/2019_financials_for_cig_uk_are_public_interesting/
X4 isn't seemless. There is black screen transition. Then corridors and cockpit. Sometimes a flight deck.
I think there are persistent servers. You damage your ship, tomorrow it will still be damaged. Well, I mean Minecraft had that already. Heck, I once built a tower with automatic lava illumination and timed daytime sensor. It is a miracle noone tampered with it and incinerated the hamlet but we had some rules agreed on up front.Note that if you dislike the building part, it's still not going to be for you. Ship/vehicle design is still at the heart of the game, as it dictates everything (how things move, where the systems are, how they handle damage...). And of course, multiplayer is played on servers with limited slots, so it's not as simple as logging back in to your ship (if your ship hasn't been looted/destroyed while you were offline, that is). Not for everyone, but imho one that anyone with an interest in space games should play for a little while if only to explore the many features that other games should strive to implement.
It's not somethinhg I particularly need but the hardcore citizen might find it important. Enter ramp and go to cockpit without transition. Hey the very first thing I did in X4 was entering a foreign ship that promptly took off with me frantically trying to figure out how to get back until I found airlock after which I tried figuring out EVA controls until I reached a jumpgate and got to another sector where a pirate blew me poor space suit up in the end. Seemed all pretty consistent to me.Depends on what you mean with "seamless". It isn't seamless in the sense there's no actually modeled corridor o room connecting different levels of larger ships or stations, you just get insta-ported to the relevant place via means of "transporter rooms", but there's no loading in the meantime, everyhting is already there or gets streamed in realtime, it's just the player getting teleported to the right door, out of convenience both in developing resources (very, very limited) and gameplay (taking 5 minutes everytime to traverse a ship and reaching the bridge would be fun...the first two, three times). Technically the game is seamless everywhere except for the crossing of gates between different system, where the universe gets still loaded on the fly in a matter of seconds but a bit of seam is inevitably visible.
@Agony_Aunt - in X4 you could be in your space suit and fly to your fighter, docked on your corvette, docked on your battleship, docked at a shipyard. Then use a transporter to get on the shipyard dock (from which you can admire your huge-arx battleship, with the docked corvette, with the docked fighter), approach a random NPC and hire it to fly your fighter, and follow it while it walks to to the transporters and into your fighter to take position. Real time, no loadings, just teleporting trickery to skip all the missing assets in between. As ArAsh rightly points out, details aren't even close to what SC offers. Not like they are really needed, when you don't have to dazzle players with shiny lights to distract from all the rest of the game that isn't actually there.
It's not somethinhg I particularly need but the hardcore citizen might find it important. Enter ramp and go to cockpit without transition. Hey the very first thing I did in X4 was entering a foreign ship that promptly took off with me frantically trying to figure out how to get back until I found airlock after which I tried figuring out EVA controls until I reached a jumpgate and got to another sector where a pirate blew me poor space suit up in the end. Seemed all pretty consistent to me.
Financial report is interesting, it refers initially to SQ42 and SC as games plural (two games), then refers to releases of SC (no alpha reference) and then in the risks section to game singular. Either this is sloppy or SC is considered released.
To expand on the “fidelity card”, the problem with trying to appeal to detail is that you are that point talking about something that — almost by definition — does not and never will set SC apart. Detail is a function of time, nothing more. Ten years ago, games had less detail; ten years before that; games had even less detail; ten years from now, games will have more detail; ten years after that, they will have even more.the detail is not even close to SC.
Come now, Minecraft and redstone was a pretty nifty groundbreaking thing to bring something new to the table. It was picked up by a number of games afterwards....
The thing you're trying to show off is not special, and detail is not a factor in that because all you're doing is showing the exact same thing we saw 20 years ago, except with 15 years of bog-standard, universally applicable, industry-wide graphics evolution added.
Wowowow. Hold your horses mate. Enter a ramp, and.. try and enter the ramp, get thrown around by the actually-not-so-seamless CE map junction that confuses the physics engine, maybe the ship will just flip over and explode, or you'll get propelled into orbit (happened to me once) or rotate at ludicrous speeds while the ship is being disappeared by the not-so-comfortable timer (yes, happened too..). Maybe. Or the ramp just kills you or sends you down through the planet. Or maybe you can continue unharmed. Getting to the cockpit might follow depending if your ship had not too many glitches, lets say, it's not a Freelancer, and you are not falling through the floor. See, it's an adventure by itself !It's not somethinhg I particularly need but the hardcore citizen might find it important. Enter ramp and go to cockpit without transition. (...)
The problem is consistency. See for example DCS has a lot of attention to details, and it translates into a coherent game world, where everything is simulated properly, because they give equal attention to every aspect. CiG gives us pixel perfect textures maybe (as they certainly didnt forget THAT blue pixel !) but wow, the rest of the experience is wonky to say the least, and there it's closer to Minecraft than DCS...Disagree on the detail bit. There's a considerable amount (possibly even an overwhelming majority) of gamers for whom graphics matter a lot. Yes, it is also a function of time, but "this game looks good" has always been and always will be a valid selling point.
Which is why the scammer puts so much effort into the looks.... "this game looks good" has always been and always will be a valid selling point.