Game Discussions Star Citizen Discussion Thread v12

Viajero

Volunteer Moderator
Yup. 1000 in Manchester. Frankfurt is getting a new office and expanding. And there are the US people as well.

CIG clearly are thinking their income is going to more than double in the coming years. Either that or CR simply thinks existing backers will keep pledging more and more.

Ah ok, yeah, no. We are back to:
 
At this point, I can't imagine capital ships being designed to require more than 4 or 5 players to operate, as otherwise you wouldn't be able to have enough capitals in a battle to make it feel epic. Maybe you have one helmsman flying the capital, and then you have a player acting as a gunner commander telling the AI gunners what to target, and then maybe you have a player acting as a chief engineer that tells NPCs what fires to put out, etc.

With this setup, you could theoretically have like 4 Javelins manned by a total of 20 players, and then that leaves about 30 other players flying around in smaller ships for a space battle.
 
This came up on SA once again. Always a good read if you want insight into CR's brain. (click to expand)

StrikeCommander_p46.jpg


Yes, where CR compares making this...


With this...


He talks about the challenges of making a game that would be so power hungry it would exploit the next generation of processors, the 486. Just one problem, by the time it released, the "next gen" 486 was already current gen and the first pentiums were being released.

He talks about how with hindsight he'd have done things different, not shot so high and tried to do so much. "we were in way over our heads, but we knew there was no way back".

Freelancer wasn't the first time CR over promised, over sold, under delivered, was late and over budget.

Strike Commander, Freelancer, and Star Citizen, all following the same script.

Fool me once, shame on you. Fool me twice, shame on me. Fool me thrice, i absolve myself.
 

Viajero

Volunteer Moderator
Couldnt be bothered digging through the Q&A but I remember CIG stating that players will be assigned to shards based on the friends list, does anyone know if CIG explained how will it (eventually) work for the 50 players assigned to a shard to change to another shard if they wanted to play with different players?
 
Couldnt be bothered digging through the Q&A but I remember CIG stating that players will be assigned to shards based on the friends list, does anyone know if CIG explained how will it (eventually) work for the 50 players assigned to a shard to change to another shard if they wanted to play with different players?

A player will be free to choose any region to play in and, within this region, we will allow limited shard selection. For example, the shard with your friends or the shard you last played on.

Since all player data is stored in the global database, players can switch between shards similarly to how they can switch between instances today. Items that are stowed will transfer with the player and are always accessible regardless of shard.[/quote
 

Viajero

Volunteer Moderator
So basically no change from how it is done today when server hopping. Same thing. Is there really anything new in this Q&A other than "maybe we get to 100"?

That means no smooth transition in game if you want to change shard. So if you want to meet friends that are in a different shard, you essentially need to log off from your shard, go back to main menu and try to chose a different server/region/shard and then log in again. Just as it is done today when changing servers. And always subject to the 50 shard cap anyways as it may be also possible that the shard you are trying to join is already full and you simply can not meet with your friends at all.

As far as I understand Elite at least allows you to meet any players you like for example simply by joining a different wing, in game. Elite trades off practical cap limit (although in Elite you can get to 100+ given the right circumstances) for a more immersive transition in game. Elite´s solution also allows for a much more smooth gaming experience with much less desynch and the like.
 
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So basically no change from how it is done today when server hopping.

That means no smooth transition in game if you want to change shard. So if you want to meet friends that are in a different shard, you essentially need to log off from your shard, go back to main menu and chose a different server/region/shard and then log in again. Just as it is done today when changing servers. And always subject to the 50 shard cap anyways as it may be also possible that the shard you are trying to join is already full and you simply can not meet with your friends at all.

As far as I understand Elite at least allows you to meet any players you like for example simply by joining a different wing, in game. Elite trades off practical cap limit (although in Elite you can get to 100+ given the right circumstances) for a more immersive transition in game.

I dare you to say ED does something more immersive than SC on the SC reddit :D
 
At this point, I can't imagine capital ships being designed to require more than 4 or 5 players to operate, as otherwise you wouldn't be able to have enough capitals in a battle to make it feel epic. Maybe you have one helmsman flying the capital, and then you have a player acting as a gunner commander telling the AI gunners what to target, and then maybe you have a player acting as a chief engineer that tells NPCs what fires to put out, etc.

With this setup, you could theoretically have like 4 Javelins manned by a total of 20 players, and then that leaves about 30 other players flying around in smaller ships for a space battle.

But what about all the other players across the solar system? Or in other solar systems, if they add Pyro etc. They'd all come under the 50 player cap too...

And what about the 80 crew complement that the Javelin has been advertised as having? NPCs have a performance & networking load too (as seen by the current woeful state of NPC AI etc). Crewman X can't run to turret Y and see no crew activity etc. And AI will have to work turrets etc. (Which have their own AI load, as the terrible performance of the Xeno Threat capital ships demonstrated). Any culling they do to address some of this will also have its own costs etc.

If the 'Tier 0' version, with a 50 player cap, was all they ever achieved, then you can imagine comedy scenarios where Orgs pack a shard just to organise a fight in one location with their big beasts. But organic fights would seem to be unlikely. And performance still doesn't look destined to be great.

But then the improved versions they're mooting seem kind of comical too. If they boost the player cap per server to 100, and boost the number of players per shard to many more than that, they still can't allow those shard players to congregate in groups larger than 100. So that means instancing most likely. (Because how do you 'deny access' to a planet with 100+ players on it? Jump Gates, fine, but not seamless locations. Unless you just got dumped to an out-of-game queue. Or suddenly had your engines cut off with a 'restricted area' message etc, and sat queueing in space. Pretty poor.)

They've got a helluva long way to claw themselves before even a Javelin vs Javelin battle, with half decent performance, seems even vaguely likely.
 

Viajero

Volunteer Moderator
Because how do you 'deny access' to a planet with 100+ players on it? Jump Gates, fine, but not seamless locations.
Even jump gates seems iffy. Denying a player access to content he/she has paid for especially when the developer has an actual technical solution available to offer the content (instances) is going to be very difficult to sale if someone complains. Also just imagine all the kinds of player shenanigans that could be done exploiting that cap player lock: What if my newly built base is in a planet behind that jump gate? CIG are you really telling me that I can not even get to it just because you are goddamn awful at server meshing?
 
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Many decry the P2P aspect of ED, but it's actually a cleverer design choice than they imagine. In many ways. Starting with pitfalls and dead-ends CIG can't help but throw themselves into, flexibility and versatility of the design almost whatever the game session context happened.
 
Many decry the P2P aspect of ED, but it's actually a cleverer design choice than they imagine. In many ways. Starting with pitfalls and dead-ends CIG can't help but throw themselves into, flexibility and versatility of the design almost whatever the game session context happened.
SC hasn't been able to figure out a basic working scalable MP network structure over 10 years. They'd never be able to implement something like ED did.
 
Even jump gates seems iffy. Denying a player access to content he/she has paid for especially when the developer has an actual technical solution available to offer the content (instances) is going to be very difficult to sale if someone complains. Also just imagine all the kinds of player shenanigans that could be done exploiting that cap player lock: What if my newly built base is in a planet behind that jump gate? CIG are you really telling me that I can not even get to it just because you are goddamn awful at server meshing?
CIG is probably taking inspiration from EVE…
You get stuck into the jump tunnel (load screen) while servers negotiate your transfer from one system to another… and yes, on large scale battles you can and will be denied access to a particular system with the excuse that the destination jumpgate is overloaded (or target system’s beacon I can’t remember)

This has caused issues in EVE like ships, like ghost ships being spawn at the destination system (without modules and pilot) which then would be spawn again like if they never did the jump even though they were obliterated by opposing capsuleers at the destination system.

It has also been used to deny/hamper attacking group’s ability to get significant ships into a system to break that system’s defense! Pretty much the only thing that defending side had to do is get log in as many people as they can into the system and keep them in until the attackers give up
edit: I just realized that I probably don’t have to tell you this since there is a good chance you are an EVE’s player
 
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Viajero

Volunteer Moderator
CIG is probably taking inspiration from EVE…
You get stuck into the jump tunnel (load screen) while servers negotiate your transfer from one system to another… and yes, on large scale battles you can and will be denied access to a particular system with the excuse that the destination jumpgate is overloaded (or target system’s beacon I can’t remember)

This has caused issues in EVE like ships, like ghost ships being spawn at the destination system (without modules and pilot) which then would be spawn again like if they never did the jump even though they were obliterated by opposing capsuleers at the destination system.

It has also been used to deny/hamper attacking group’s ability to get significant ships into a system to break that system’s defense! Pretty much the only thing that defending side had to do is get log in as many people as they can into the system and keep them in until the attackers give up
edit: I just realized that I probably don’t have to tell you this since there is a good chance you are an EVE’s player
I was indeed, looooong time ago tho. I think the main difference there is just also sheer scale and likelihood of the event. We are talking thousands of players blockading a zone compared to just a few tens. Even a 2000 concurrent figure could simply collapse the game already and that assumes that you had at least 40 zones and everyone was uniformly distributed. EVE had never had such constraints.
 
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Was posted to /r/sc where the faithful promptly dismiss it, presumably without even watching the video.
Not really useful video.
He doesn't talked about the fact that CIG is mainly making a game engine and all the tools needed to create games easily, which is not the case of the others companies of his video.
Like Betsheda is now making a space game with their engine or CDPR had made a Cyberpunk game with the same engine used for Witcher, CIG have already an engine able to make games in a lot of genres.
My guess for the big studio in UK in the next 5 years is this studio will not be solely dedicated to SC/SQ42 but can also work on a new license. You don't plan a 1700 employees company just for SC/SQ42.
 
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