Game Discussions Star Citizen Discussion Thread v12

Duck,

not to rain on your enthusiasm. But you are aware that landing/taking off from the surface of a planet is a scripted cut scene, right? According to Howard, the space and planet side game play elements are mutually exclusive. i.e. on approaching/leaving the planet surface you press a button to land/take off and the cutscene kicks in.
Depending on how it's handled, I could easily live with that. If it goes from space to landing with zero opportunity to fly above the planet surface at all, that would be a bit disappointing, but the video I've seen ships flying over the surface, so I'm assuming the transition is more tied to the idea "you can't just land anywhere" rather than "you cant fly at all over the surface of a planet".

That said, I spend most my time in space in Elite Dangerous, and ALL my time in space in X4 Foundations, so scripted landings won't kill my enthusiasm for Starfield. If I want to practice touch-and-goes, I can always fire up a flight simulator.
 
Depending on how it's handled, I could easily live with that. If it goes from space to landing with zero opportunity to fly above the planet surface at all, that would be a bit disappointing, but the video I've seen ships flying over the surface, so I'm assuming the transition is more tied to the idea "you can't just land anywhere" rather than "you cant fly at all over the surface of a planet".

That said, I spend most my time in space in Elite Dangerous, and ALL my time in space in X4 Foundations, so scripted landings won't kill my enthusiasm for Starfield. If I want to practice touch-and-goes, I can always fire up a flight simulator.
How can you dare to doubt the sacred integrity of seamlessness? It is the holy grail of gaming. sob
I wish you got stuck in a loading screen!
 

I think we can draw a line between mobile games like DI, where the whole game is designed around tempting you to buy micro transactions, and games like DCS and star citizen where you buy vehicles.

LOOOOOOL

No, nothing around CIG's marketing about tempting you to buy macro transactions. No sirreee!

At least Diablo Immortal is a released product and you get what you paid for. You're still an idiot for giving Blizzard money for it, but at least you get what you paid for.
 
Noone takes my reentry effects away. I love them and the Kerbals love them too. I've tested it with free-fall re entry (basically an open cage for Kerbals to experience reentry first hand).
Okay… you asked for it! :D

(Re)entry effects makes sense in Kerbal Space Program because the game is a fairly realistic hard sci-fi space sim, and unmodded doesn’t even include the still hypothetical fusion drives. The closest you get to that are the NERV atomic engines, but those are horribly inefficient in think atmospheres. As such, ships designed for Kerbin return, even Single-Stage to Orbit ships, rely on atmospheric braking to slow themselves down. And it’s that braking, slamming into (relatively) dense air at orbital speeds, that causes a pressure to build at the front of the ship, heating the gasses to the point where gas transforms into plasma.

Softer Sci-fi settings like Star Citizen generally assume that some form of fusion drive is not only possible, but inevitable. A fusion drive is more than capable of providing enough thrust for a high-G controlled landing, and is fuel efficient enough to maintain that thrust for days while still dedicating the majority of its mass to payload. There’s just one major issue most settings tend to overlook: waste heat. Without rather massive radiators, most fusion torch ships would cook their crew long before they melted themselves into slag. :D
 
I will be a SQ42 refugee. A refugee from a game that wasn't even released. If it even exists.

Beat that!
No, you currently are a refugee from SQ42, a to-be-released-in-the-future game which will never be released.
You're a time travelled fugitive.

I know what you mean. He was wrong, but the kind of wrong that has just enough correctness that the wrongness isn't obvious. If a ship has powerful enough maneuvering thrusters, there's no reason ship's can't behave like they do in Star Citizen. It's one of the reasons why I'm not a fan of "entry burn effects" involving ships capable of controlled landings. The only time you should see them is if something has gone horribly wrong.
..
CR, add this to your list of things to be in SC before it releases...when things go that wrong, you need fire fighting ships.That reminds me, I want to watch Revenge of the Sith again.

No ED would not have to proc-gen caves. They already don't proc-gen surface settlements, or thargoid sites, or cities, or space stations, or Guardian sites, or plants, or space molluscs, or any of the things that you'd think they would "have" to proc-gen. They just copy-paste a few handmade variations across the entire galaxy. So yeah 15-20 different cave layouts would be fine. And if FDEV ever did add caves they'd probably start with 4 at launch and say that was "fine."

4? More like 1. Ever been to more than one of those spaceports thats in an asteroid? Spoiler...they're all the same asteroid...hopefully just placeholders though?

Okay… you asked for it! :D

(Re)entry effects makes sense in Kerbal Space Program because the game is a fairly realistic hard sci-fi space sim, and unmodded doesn’t even include the still hypothetical fusion drives. The closest you get to that are the NERV atomic engines, but those are horribly inefficient in think atmospheres. As such, ships designed for Kerbin return, even Single-Stage to Orbit ships, rely on atmospheric braking to slow themselves down. And it’s that braking, slamming into (relatively) dense air at orbital speeds, that causes a pressure to build at the front of the ship, heating the gasses to the point where gas transforms into plasma.

Softer Sci-fi settings like Star Citizen generally assume that some form of fusion drive is not only possible, but inevitable. A fusion drive is more than capable of providing enough thrust for a high-G controlled landing, and is fuel efficient enough to maintain that thrust for days while still dedicating the majority of its mass to payload. There’s just one major issue most settings tend to overlook: waste heat. Without rather massive radiators, most fusion torch ships would cook their crew long before they melted themselves into slag. :D

Well, if you hadn't, I was about to :) Atmospheric braking is for cheapo's. Oh, CR could add ablative materials to his list of features. So immersive! After that, then it'll be ok for release.
 
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