Game Discussions Star Citizen Discussion Thread v12

Still scratching my head on why hearth Bethesda thought it would be a good idea to make a trailer focus solely on the immersion of the ship interiors experience when everyone knows that it adds nothing compelling to the gameplay and will get boring after the first time.

I mean... do they really expect people to have fun when they have to climb a stair everytime we need to get to the cockpit?
Meh, ship interiors...and the getting in and out of them is why I still have time for Star Citizen. It adds something physical to playing the part of a space ship pilot besides anything else...I've said it often enough...but the walking up to the ship and walking up that ramp or stepping onto a ladder or elevator never gets old for me, no matter how many times I've done it playing Star Citizen.

It's not about Star Trek bridge crew gameplay or the palaver of multicrew gameplay some backers imagine will appear out of thin air from Ci¬G either, it's just separating the avatar of you from that space ship...It's sold more ships for Ci¬G than anything else at the end of the day. The worst thing to do is to compare the experience of playing Elite to playing SC, the similarities between the two games stop right there at the door of the space ships.

Having the ship interiors also makes the EVA gameplay a reality. It's one of the aspects of SC I enjoy, the physical act of leaving the ship to explore space wreckage...I mean, how would FDev have approached EVA gameplay if you can't walk up to a hatch or door and physically walk out of it?

1zzvlO8.png
 
Last edited:
I mean, how would FDev have approached EVA gameplay if you can't walk up to a hatch or door and physically walk out of it?
Just like how they should have approached leaving the ship instead of a teleport : fade to black to SRV bay*. And basically how they approached the CZ dropship drops.
That's the most infuriating thing in the "drama": the solution already is implemented in Odyssey.

As tier-0 implementation. Next would be a turbolift in the pilot cabin: we leave the seat, walk (or float) to it, and it brings us to the SRV bay*
**SRV bay to be rename for a thing more appropriate.
 
No one cares about ship interiors. EVA would be a better choice. SC is never releasing.
If no one cares about ship interiors why would David Braben state that ships were made with ship interiors in mind back in 2012?
And wouldn't one need ship interiors to traverse into a position of EVA?
 
Just like how they should have approached leaving the ship instead of a teleport : fade to black to SRV bay*. And basically how they approached the CZ dropship drops.
That's the most infuriating thing in the "drama": the solution already is implemented in Odyssey.

As tier-0 implementation. Next would be a turbolift in the pilot cabin: we leave the seat, walk (or float) to it, and it brings us to the SRV bay*
**SRV bay to be rename for a thing more appropriate.
I still see the whole fade to black thing as a cop out...as much as I'm enjoying playing Odyssey as it is. I like my ship interiors...not because it's a Star Citizen thing...but because it's always been on my wish list for ED :)
 
Last edited:
If no one cares about ship interiors why would David Braben state that ships were made with ship interiors in mind back in 2012?
And wouldn't one need ship interiors to traverse into a position of EVA?
For design consistency, else you'd find yourself with corridor you need to prone into to avoid being phased out into space (oh wait...) or access stair with wrongly sized steps (oh wait ED edition)
 
I still see the whole fade to black thing as a cop out...as much as I'm enjoying Odyssey as it is. I like my ship interiors...not because it's a Star Citizen thing...but because it's always been on my wish list for ED :)
Same here, though largely below other features in the list, as I still don't think it adds more than the problems it brings (SC is a case study)
 
EVA for salvaging, hand-mining in space, going to the interior of a specific derelict ship or structure for a mystery, etc.

None of it requires implementing ship interiors for 38+ ships and associated gameplay.

Meanwhile, Star Citizen is not released and still has people falling dead when crossing grids. That's a clue!
 
Same here, though largely below other features in the list, as I still don't think it adds more than the problems it brings (SC is a case study)
A lot of the problems with the SC experience of walking around in yer spaceship comes from when it's not your spaceship meaning you're falling back on abysmal server performance and desync issues. I never have the issues suffering 90% of the problematic nonsense I see on Twitch clips with the falling through ship geometry or being killed by ramps or ladders...mainly because I'm a solo player just doing my own thing minus the multiplayer aspect of faffing around in ships I suspect. When I have played multicrew, doing the Mole mining thing or having turret crew...I'm still not having issues with the physics...where as on occasion, the folk I've had along as crew are falling out of the ship or turrets like they're made of rice paper.

The servers are the issue in SC, not the physical part of walking around in a ship. I don't mind folk disliking ship interiors...but making it another reason for having a Star Citizen bashing session is very strange...since it's one of the few things Ci¬G have got right straight from the start :D
 
Last edited:
EVA for salvaging, hand-mining in space, going to the interior of a specific derelict ship or structure for a mystery, etc.

None of it requires implementing ship interiors for 38+ ships and associated gameplay.

Meanwhile, Star Citizen is not released and still has people falling dead when crossing grids. That's a clue!
The physics grid thingy is kind of skippable if ships do not have magical advanced gravity shards generators. Ships in ED do not have them, there is only actual gravity and centrifugal forces:)
 
EVA for salvaging, hand-mining in space, going to the interior of a specific derelict ship or structure for a mystery, etc.

None of it requires implementing ship interiors for 38+ ships and associated gameplay.

Meanwhile, Star Citizen is not released and still has people falling dead when crossing grids. That's a clue!
I don't mind playing games that aren't released...the fact that I'm playing them at all is enough sometimes...as for falling dead crossing grids, I'll leave that to the Twitch streamers you seem to follow more than I do ;)
 
Last edited:
The servers are the issue in SC, not the physical part of walking around in a ship. I don't mind folk disliking ship interiors...but making it another reason for having a Star Citizen bashing session is very strange...since it's one of the few things Ci¬G have got right straight from the start :D
Well the servers are part of the game :) And they have to know the state of the ship interior for some gameplay.

No, this is absolutely not an example of something CIG has done right. It is the opposite. The interiors should not have been started until all of the engineering around their associated gameplay were worked out. Instead CIG is burning millions in backer money redoing work.
 
Well the servers are part of the game :) And they have to know the state of the ship interior for some gameplay.

No, this is absolutely not an example of something CIG has done right. It is the opposite. The interiors should not have been started until all of the engineering around their associated gameplay were worked out. Instead CIG is burning millions in backer money redoing work.
In your opinion of course, and I'm fine with that...I don't really care much about the technicalities or business model behind all of it, the ship interiors have almost always worked just fine for me...it's just a personal preference, nothing more. Lets leave the ED is better than SC and vice versa arguments for another place all together shall we? I kinda like both of them :)
 
Last edited:
Meh, ship interiors...and the getting in and out of them is why I still have time for Star Citizen. It adds something physical to playing the part of a space ship pilot besides anything else...I've said it often enough...but the walking up to the ship and walking up that ramp or stepping onto a ladder or elevator never gets old for me, no matter how many times I've done it playing Star Citizen.

It's not about Star Trek bridge crew gameplay or the palaver of multicrew gameplay some backers imagine will appear out of thin air from Ci¬G either, it's just separating the avatar of you from that space ship...It's sold more ships for Ci¬G than anything else at the end of the day. The worst thing to do is to compare the experience of playing Elite to playing SC, the similarities between the two games stop right there at the door of the space ships.

Having the ship interiors also makes the EVA gameplay a reality. It's one of the aspects of SC I enjoy, the physical act of leaving the ship to explore space wreckage...I mean, how would FDev have approached EVA gameplay if you can't walk up to a hatch or door and physically walk out of it?

1zzvlO8.png
I've loaded so many ships into Space Engineers and then didnt find the entrance and ground it up to find a way in to conclude that it is mostly pointless. Due to the blocky nature size escalates of course, but the blocky builders share that burden. Anyway, there is a bit of immersion, but it is completely sufficient for me like X4 does it. I can pace the ship on pad, then enter it's cockpit and fly it knowing its full size by personal experience. I don't need no modeled Jeffries tubes and that. Also X has the EVAs - I'd toss bones to devs who think of more variety EVA gameplay but it is a nice variation.
Btw EVA and interiors - if you're so hot on those (not you Mole, personally, I mean the exalted reader): Hardship: Shipbreaker unites both into one experience gameplay-wise.
 
I've loaded so many ships into Space Engineers and then didnt find the entrance and ground it up to find a way in to conclude that it is mostly pointless. Due to the blocky nature size escalates of course, but the blocky builders share that burden. Anyway, there is a bit of immersion, but it is completely sufficient for me like X4 does it. I can pace the ship on pad, then enter it's cockpit and fly it knowing its full size by personal experience. I don't need no modeled Jeffries tubes and that. Also X has the EVAs - I'd toss bones to devs who think of more variety EVA gameplay but it is a nice variation.
Btw EVA and interiors - if you're so hot on those (not you Mole, personally, I mean the exalted reader): Hardship: Shipbreaker unites both into one experience gameplay-wise.
I've played a few hours of Shipbreaker...I really need to spend more time with it.
 
Back
Top Bottom