Game Discussions Star Citizen Discussion Thread v12

In Elite sure. If someone is bounty hunting me I can just block them. Problem solved. The lawful group in Elite was complaining about this recently.

Not so in Star Citizen. I am constantly being pursued by bounty hunters, which is fine by me, I want the fights.

And if I get got, I get a 13 hour prison sentence.
In ED getting bountyhunted is kind of academic question, you need to do yourself quite much for that situation to happen. Play only in certain places, and match making magic needs to hit just rightly so, and fly ship that cannot escape (making it rather poor gankship...), or just determine to fight it out regardless of situation. Bountyhunter even is in disadvantage vs pure gankship as hunter needs to sacrifice one utility slot for kill warrant scanner. More likely is that you would be done in by fellow PvP'er without any bounty hunting motive...
 
I think the issue there is that any realistic company (i.e.not one headed by Chris Roberts) would take one look at the technical debt vs potential revenue calculation and immediately nope out. That's to make the game as currently described by Chris of course, realistically you can just read the history of Freelancer to see how it would have to work in reality - swathes of promised content chopped out and a chopped down game released to recover something financially. I mean if they lost the insane things like the gobbledegook about materials, toilet gameplay and ships with crew of 80 (in a game that can currenty only handle 40 players on a server with about 15% of it's supposed content present) and worked on things like having more than one system and the rest of the gameplay loops for the absolute basics of a space game then I guess someone could maybe break even on it but the real question is why would they do it?

After what Chris has already promised they'd be forever known as the people who 'killed Star Citizen' no matter how ridiculous an analysis that would actually be and they all have far easier ways of making far more money, either with new titles or the next installments of existing franchises. It's already been a poisoned chalice for years, I can't see a reason that any publisher would take it on. In the process they would also become the dumping ground for every excuse Chris had to offer and although he's already absolved himself, which was big of him, my personal feeling is that this is too big a deal to allow history to absolve him; this is a bed he needs to lie in. Without clipping through anything.

Indeed. The only reason his last game was saved by a publisher was because they were already invested... sunk cost fallacy and all that. Their only other option was to bail and lose their investment.
 
The Calders, or comparable angel investors who want to take a punt on gaming, are probably the closest we’ll see to a classic publisher getting involved. (And Turbulent may be the template for the rescue package. Fresh teams dialled up to wrestle with the intractable legacy code of the teams that couldn’t get it out the door. Before just chopping out the crazier objectives and failed experiments where possible, most likely.)
 
Meanwhile, back at the ranch...if you use a scanning electron microscope, you can almost see the ship names :confused:
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I don't think Star Citizen has even ended up being a true follow up to FreeLancer that ex-Freelancer fans (players) wanted to see. Freelancer had a bit of a cult following - the game just seem to get everything right and was why it was so popular for so many years. I think most ex freelancer players would have been more happy to see a revamped version of Freelancer with better graphics now and extra new systems - plus more ships to use. Even take some ideas from the Freelancer mod community that was done over the years with the game modding it - such as adding capital ships you can buy and players being able to buy and build stations, etc.

For me Star Citizen has veered away too much from being a Freelancer follow up that many wanted to see happen, when Chris could have kept things far more simple and just made a revamped Freelancer 2 that would have been an instant hit with most ex freelancer players again
 
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I don't think Star Citizen has even ended up being a true follow up to FreeLancer that ex-Freelancer fans (players) wanted to see. Freelancer had a bit of a cult following - the game just seem to get everything right and was why it was so popular for so many years. I think most ex freelancer players would have been more happy to see a revamped version of Freelancer with better graphics now and extra new systems - plus more ships to use. Even take some ideas from the Freelancer mod community that was done over the years with the game modding it - such as adding capital ships you can buy and players being able to buy and build stations, etc.

For me Star Citizen has veered away too much from being a Freelancer follow up that many wanted to see happen, when Chris could have kept things far more simple and just made a revamped Freelancer 2 that would have been an instant hit with most ex freelancer players again
Remember though that the Freelancer we eventually ended up with came from Microsoft, not the idiot Roberts and Digital Anvil. Roberts was merely credited for the initial concept, nothing more. What I'd really like to see is Microsoft jumping in on the recent revamp of the space genre and actually releasing a proper Freelancer 2... Wouldn't that throw the cat amongst the pidgeons? :)

I'm still waiting to see what Bethesda comes up with in Starfield...now under the Microsoft game studio banner of course...
 
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Watching this about CP2077 and couldn't help but notice all the similarities with SC, in some parts I was mentally overlaying Star Citizen when he says 'Cyberpunk' and the first 60s are full of SC bugs. Couple of NSFW words scattered through it.
Bad comparison. First this vid exaggerates everything (and bugs have been fixed for a while now), as a during regular playthrough of CP2077 you will never encounter those (at least on PC), also SC bugs are complete show stoppers while CP2077 bugs are (or used to be) visual artifacts mostly. I will not waste my time playing at comparisons, but i'll do a short version: it's a brutal curb stomp. One game is complete, with a great story and side stories, and you can complete it multiple ways actually. The other is a barely pre-alpha hodgepodge of code thrown together in hopes it would stick.

Is someone else, an establish publisher? EA, Ubisoft.... taking over the development the solution?
The problem is CiG have painted themselves into a corner here. First the maze of companies surrounding the project and the legal issues that would appear when trying to obtain the IP rights. But more importantly, the code base is obviously a gigantic pile of trash that no one would dare poke with a stick. CE was notoriously bad (multiple layers of obscure nonsense that only "magic Germans" who worked on it would understand) and they actually added more layers of nonsense on top of it.
Whoever that would take over, would have to throw away all of the code, keep the 3D assets (they are good honestly) and start over with a proper engine and code base, starting with the networking part, then the main loop (the core of any game code). These are at fault in CE and undermine any effort from CiG to do anything substantial on top of it.
 
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Performance in ED is ###### amazing, i have all the eye candy pushed to maximum, including 1.5X Super Sampling. I cranked the resolution up to 4K and i'm still getting a perfectly good 60 to 100 FPS.

I mean the game looks quite good so its not as if its graphically B rated and my GPU (RTX 2070 Super) is only high mid range from the last generation.

I'm quite impressed with that, also found the external camera. :geek:

Source: https://www.youtube.com/watch?v=JgGAnS9vv5Y


I still can't look at that image of the ROC-DS without seeing. "Morning Bill."..... "F*** off!" 😂
Have you tries it yet? driving someone around on that arm on rough terrain is F###'### helarious. :D
 
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Performance in ED is ###### amazing, i have all the eye candy pushed to maximum, including 1.5 Super Sampling. I cranked the resolution up to 4K and i'm still getting a perfectly good 60 to 100 FPS.
It's a byproduct of being a VR-first title, which requires a constant 80+fps. They worked a lot on their in-house engine to achieve this result. So yeah, it was maybe 2 years (cant remember the exact figures, i'm not counting the "black project" years when DB was doodling with some code) of complete blackout in terms of actual game content delivered but it was worth the investment.
 
It's a byproduct of being a VR-first title, which requires a constant 80+fps. They worked a lot on their in-house engine to achieve this result. So yeah, it was maybe 2 years (cant remember the exact figures, i'm not counting the "black project" years when DB was doodling with some code) of complete blackout in terms of actual game content delivered but it was worth the investment.

For sure, it runs very well.
 
Remember though that the Freelancer we eventually ended up with came from Microsoft, not the idiot Roberts and Digital Anvil. Roberts was merely credited for the initial concept, nothing more. What I'd really like to see is Microsoft jumping in on the recent revamp of the space genre and actually releasing a proper Freelancer 2... Wouldn't that throw the cat amongst the pidgeons? :)

I'm still waiting to see what Bethesda comes up with in Starfield...now under the Microsoft game studio banner of course...

I guess MS own the Freelancer IP... so its not beyond the realm of possibility.
 
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