I think the more interesting question is how is CIG planning to implement exploration? Through procedural generation of some kind?
So, that sounds like CIG’s aiming for somewhere between Space Engineers and Empyrion: Galactic Survival then, or what that other space game’s been doing for ages… just with a relative handful of hand crafted systems, rather than procedural generation. Which means all the “secrets” will be plastered across be plastered across the internet within hours after its released.Exploration in SC will be about finding dynamic POI generated by the quanta system and some static POI hidden (like Bennyhenge). No unknown planets or systems like un ED.
Aye, there be whales in them clouds.
Just a question, buy did you really make a Frontier Developments forum account solely to talk about Star Citizen?Depends what we mean by exploration. But in a limited, non-instanced space exploration will be limited and rather precarious. You travel to an "interest point", where a piece of lore or loot is. Ten other players are already there, "discovering" it.
Some will be permanents but the vast majority will be limited in time POI.Which means all the “secrets” will be plastered across be plastered across the internet within hours after its released.
The only question is which one of LittleAnt and Cigwatch is the evil twin!Just a question, buy did you really make a Frontier Developments forum account solely to talk about Star Citizen?
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- Engineering (1 engineer)
- Game Services Team (1 designer, 1 engineer)
- Mission Feature Team (1 designer, 1 engineer)
- Network Team (6 engineers)
- Persistent Teach Team (4 engineers)
Is this before or after the 100 systems?Some will be permanents but the vast majority will be limited in time POI.
And to go to them, you need their coordinates (you have to find them by yourself with long distance probing or buy them from another player).
After icache, server meshing, quantum system and long range probing.Is this before or after the 100 systems?
After icache, server meshing, quantum system and long range probing.
It's all go in Server Meshing land. From 5 teams (13 engineers, 2 designers) around April...
To 8 teams (25 engineers, 1 designer) now...
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- Actor Feature Team (1 engineer) [NEW]
- Engineering (1 engineer)
- Game Services Team (0 designers [-1], 6 engineers [+5])
- Mission Feature Team (1 designer, 1 engineer)
- Network Team (6 engineers)
- Persistent Teach Team (4 engineers)
- Systemic Services and Tools Team (2 engineers) [NEW]
- US PU Gameplay Feature Team (4 engineers) [NEW]
25 engineers.
25.
This is gonna be cooked in no time
EDIT: The 'Game Services Team' ramping up suggests that could be the Turbulent networking team perhaps.
Isn't that the problem though? These things never see the light of day. The claims from the developers are wildly inaccurate.After icache, server meshing, quantum system and long range probing.
Its runs as far as the end of the roadmap, March > April 2022 and beyond, that's 10 months at least, could be 10 years.
This should have been in high gear at least 2 years ago.
When would you say it has ever been done right?That’s why I prefer proc-gen based exploration. When done right, you actually have to explore to find even hand crafted secrets.
Isn't that the problem though? These things never see the light of day. The claims from the developers are wildly inaccurate.
Yes they are not in game, all are needed for exploration and we have no release date for them.Isn't that the problem though? These things never see the light of day. The claims from the developers are wildly inaccurate.