Game Discussions Star Citizen Discussion Thread v12

You're far more likely to wallop your head on the pillar valve than the boat. In this case the operators are at fault as convention states that every diver upon entering the water should face the boat to signal OK and the boat should acknowledge. You know, safety and stuff.

As my godfather said to me, when I was doing some deep dives, 'it's only dangerous when you forget that it is'.

There was no time, she just plunged into the water and went straight down, so she must have been incapacitated immediately.
 
There was no time, she just plunged into the water and went straight down, so she must have been incapacitated immediately.
Hmm. There's way too much wrong with what happened then. If you don't get the OK from the diver you go in after them.

Also, her BCD should have been inflated so that she floated no matter what happened. If she wasn't qualified then a dive-guide should have been in the water waiting, watching already. If she went down that quickly then she was also hugely overweighted.

A very poor day all round, and I'd go so far as to say a total cluster'mess'.
 
Drew recently released his review of Star Citizen. I play and experience games similarly to Drew, where I "stop and smell the roses" and enjoy the more nuanced immersive elements, so I tend to agree more than disagree with Drew's assessments of various games, and I enjoy his "faffing about" game playthroughs. I did find myself a bit at odds with his Star Citizen review, however, as he kept saying how there is no other game like it, and I just don't think that's true. Of course every game is unique, but Star Citizen isn't the only game with ship interiors and explorable planets and the ability to fly large ships with a full crew, nor is it the only game where you can run "in person" missions. While I'm disappointed that I was unable to experience SC, the combination of space games in my current library scratch most of the same itches - Space Engineers gives me fully-functioning ship interiors (and more realistically than SC IMO if not counting graphic fidelity) with FREE Idris-sized ships which can be fully crewed, along with challenging planet landings and liftoffs. X4 Foundation also provides "good enough" ship interiors with on-foot missions, NPC crew (which I prefer over relying on other players), fleet management, etc. Yes, SC is definitely unique, but not as unique as Drew makes it sound. Drew has a somewhat limited exposure to modern space games - I could tell he was internally comparing SC to Elite during much of his review, and he's never played Space Engineers, X4, or other space games that offer some of SC's features AFAIK.

But I still like Drew, and I'll be vicariously enjoying Star Citizen by watching him play it, because like I said, he plays it similarly to how I would have played it if I could have played it. Now if only I could get him equally hooked playing Space Engineers!
 
Drew recently released his review of Star Citizen. I play and experience games similarly to Drew, where I "stop and smell the roses" and enjoy the more nuanced immersive elements, so I tend to agree more than disagree with Drew's assessments of various games, and I enjoy his "faffing about" game playthroughs. I did find myself a bit at odds with his Star Citizen review, however, as he kept saying how there is no other game like it, and I just don't think that's true. Of course every game is unique, but Star Citizen isn't the only game with ship interiors and explorable planets and the ability to fly large ships with a full crew, nor is it the only game where you can run "in person" missions. While I'm disappointed that I was unable to experience SC, the combination of space games in my current library scratch most of the same itches - Space Engineers gives me fully-functioning ship interiors (and more realistically than SC IMO if not counting graphic fidelity) with FREE Idris-sized ships which can be fully crewed, along with challenging planet landings and liftoffs. X4 Foundation also provides "good enough" ship interiors with on-foot missions, NPC crew (which I prefer over relying on other players), fleet management, etc. Yes, SC is definitely unique, but not as unique as Drew makes it sound. Drew has a somewhat limited exposure to modern space games - I could tell he was internally comparing SC to Elite during much of his review, and he's never played Space Engineers, X4, or other space games that offer some of SC's features AFAIK.

But I still like Drew, and I'll be vicariously enjoying Star Citizen by watching him play it, because like I said, he plays it similarly to how I would have played it if I could have played it. Now if only I could get him equally hooked playing Space Engineers!
How's the new weapons, anyway?
 

Viajero

Volunteer Moderator
Now if only I could get him equally hooked playing Space Engineers!
I do not think it has much to do with him getting hooked tbh. For one he rarely gets to play these games in any minimal depth to get hooked. He is not really a gamer but a writer / book seller first and foremost, and identifying with him at any gaming level can be a bit misguided. His goals and motivations imo lay elsewhere: Given the viewership stats of those games I dont think Space Engineers would generate for him as many clicks and pass-throughs to his online book store as SC would. That is also a clue that can help explain why you felt that his "review" of SC was somehow a bit off.
 
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Drew recently released his review of Star Citizen. I play and experience games similarly to Drew, where I "stop and smell the roses" and enjoy the more nuanced immersive elements (...)
You'd love Frictional Games catalogue (may I recommend Amnesia Dark Descent, Amnesia Rebirth, and SOMA), and some really well crafted AAA games like Death Stranding (a good part of the attraction of this game is the stunning scenery). I've been a huge fan of immersive games since Looking Glass released their masterpiece series (Thief, then Deus Ex from a split off team). Coincidentally a master of immersion in games was Warren Spector, who used to work at Origin with... Chris Roberts ;) And he's had a lot to say about CR.. (and then went to contribute to some Looking Glass hits starting with Thief).

Star Citizen isn't the only game with ship interiors and explorable planets and the ability to fly large ships with a full crew,
No full crew on "large" ships yet. Only pilot seat and turrets are functional. All other seats are place holders. Also by "large" we mean Hercules / Reclaimer etc. not as large as Idris, Bengal and other really large ships that are not released (or even in development, since CiG couldnt really fit them in their game).
 
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No full crew on "large" ships yet. Only pilot seat and turrets are functional. All other seats are place holders. Also by "large" we mean Hercules / Reclaimer etc. not as large as Idris, Bengal and other really large ships that are not released (or even in development, since CiG couldnt really fit them in their game).
"Placeholders" my rear. There is nothing to do for the "other seats". They have no clue what to occupy the players with, only fantasies. Pew and boom. That's pretty much it.
Angels fall First did it quite well, imo. It is quite underrated.
 
You'd love Frictional Games catalogue (may I recommend Amnesia Dark Descent, Amnesia Rebirth, and SOMA), and some really well crafted AAA games like Death Stranding (a good part of the attraction of this game is the stunning scenery). I've been a huge fan of immersive games since Looking Glass released their masterpiece series (Thief, then Deus Ex from a split off team). ...
For some reason I never got into SOMA, whereas I loved the original Deus Ex and so perhaps oddly can't get into Cyberpunk 2077. Mind you I loved multiple play-throughs of Far Cry 5, whereas FC6 I've given up with.

Looking Glass almost made 'Flight Unlimited' an excellent flight simulator that I lost lots of hours to.

Oh, and blah-blah something about SC... to avoid moderation.... 🙃
 
For some reason I never got into SOMA, whereas I loved the original Deus Ex and so perhaps oddly can't get into Cyberpunk 2077. Mind you I loved multiple play-throughs of Far Cry 5, whereas FC6 I've given up with.

Looking Glass almost made 'Flight Unlimited' an excellent flight simulator that I lost lots of hours to.

Oh, and blah-blah something about SC... to avoid moderation.... 🙃
Mhm, ye, but LG is always connoted with System Shock to me. And that soundtrack. Thief was top stealth game for a long time. Now pretty much any good RPG has streamlined the visibility indicator and incorporates it in its own gameplay.
Deus Ex. Hm. Not open world not strictly railroad. For the time it offered good freedom with progression. Mass Effect was then the franchise where I think this type peaked.
 
Mhm, ye, but LG is always connoted with System Shock to me. And that soundtrack. Thief was top stealth game for a long time. Now pretty much any good RPG has streamlined the visibility indicator and incorporates it in its own gameplay.
Deus Ex. Hm. Not open world not strictly railroad. For the time it offered good freedom with progression. Mass Effect was then the franchise where I think this type peaked.
Oh System Shock - yeah loved that - and I even thought #2 was good. I've played a bit of the demo of the remake... hmmm...

I really enjoyed the stealth and not-on-rails elements in Deus Ex, as you say for the time, well worth it.
 
What's the difference between FC5 and FC6? Isn't FC5 the one where the american teens get captured and chosen one does their thing? FC6 is then the one in Himalaya?
5 is set in a very pretty Montana with a doomsday cult trying to take over. It's played in any order in four chapters, and feels mixed enough to be reawarding, and is about long and varied enough. Blowing up the statue is one of the better large set-pieces.

6 is set in Cuba, with an despotic dictator. It's a big game area, and imho suffers from this, and for 'some reason' I never really felt engaaged and the gameplay feels a bit samey quite quickly.

4 is set in the Himalayas and has imho the best antagonist in Pagan Min - the voice acting is very very good and the story is decent-enough, and very shades of grey.
 
5 is set in a very pretty Montana with a doomsday cult trying to take over. It's played in any order in four chapters, and feels mixed enough to be reawarding, and is about long and varied enough. Blowing up the statue is one of the better large set-pieces.

6 is set in Cuba, with an despotic dictator. It's a big game area, and imho suffers from this, and for 'some reason' I never really felt engaaged and the gameplay feels a bit samey quite quickly.

4 is set in the Himalayas and has imho the best antagonist in Pagan Min - the voice acting is very very good and the story is decent-enough, and very shades of grey.
Ah, I passed the American Cuture War episode. Had enough of that in news and real life already. Hadn't really heard bout the Cuba thing. I played FC3 and I guess that was enough for me of this kind of game BP.
 
Ah, I passed the American Cuture War episode. Had enough of that in news and real life already. Hadn't really heard bout the Cuba thing. I played FC3 and I guess that was enough for me of this kind of game BP.
I know what you mean - they are basically the exact same game realised against a different backdrop.

In 3 they had the perfect opportunity (in the second island) to re-introduce the TriGens from the original, and imho they very badly need to start introducing such plot-twists.

As an aside, and in a vain attempt to remain even slightly on-topic, I wonder if the entire FC series has taken more or less than half a billion dollars to make.

I'd guess less.
 
Good news!

Progress Tracker​


As mentioned in a recent Monthly Report, the Props team is undergoing a few exciting changes. Part of this team has been integrated into the Sandbox and Squadron 42 Art teams in order to work more closely with the environment, level design, and mission design disciplines in order to greatly increase efficiency, similar to the recent integrations of Planet Content and Mission Content. The rest of the Props team is now the new Interactables Team, which you'll now find on the Progress Tracker. This team will focus on populating the universe with items and objects that players directly interact with in the 'verse. For an example of what they'll be working on, check out the recent Star Citizen Live Gamedev episode showcasing the development of such an interactable.

Unmentioned news!

Because the Props team has been moved around, their scheduled work has been temporarily removed from the roadmap (AI Turret Gunners and Jump Module). Read more here:

Delta: https://shinytracker.app/delta/2022/07/20/Progress-Tracker-Delta.html

As is traditional, many of the SQ42 chapters have had their work run extended by several months too...
 
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Viajero

Volunteer Moderator
As is traditional, many of the SQ42 chapters have had their work run extended by several months too...
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"Placeholders" my rear. There is nothing to do for the "other seats".
That's what i mean by "placeholders". They put 3D assets with no interaction, only dreams.txt in there, and yeah zero planned gameplay around them (since the pilot does everything). One seat does have access to a few MFD functions (like the power triangle) - so it's redundant -, when we tried with a friend to change them of course it wouldnt work at all. lol.
 
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