Game Discussions Star Citizen Discussion Thread v12

The Planet they removed was Delemar, they removed it for performance reasons, at the time at least, Stanton has grown a lot since then, but it was never meat to be in the Stanton System in the first place, its in the Nyx System and always has been, or at least where it was always meant to be, it was put in Stanton for testing purposes early on.
Delemar will be back when Nyx is in.

Port Seraphim is 4X the size of Port Olisar, PO is tiny compared with the other 12 space stations in the Stanton system, which are 12KM to 30KM across, PO is about 5KM long, i don't think there is a reason to remove it other than perhaps getting people used to the fact that its no longer available as a working station.

I understand all that.

Still doesn't make sense to remove Port O when there is no need to remove Port O... unless there is a need to remove Port O.
 
So, we've seen in the past CIG removing something in order to add something else, because apparently the "verse" can only handle so much.

What's it getting in return?
I've been wondering aboout that. Does the engine have a hard cap on how much ti can handle?
Port Olisar was always just a temporary thing to spawn on and get your ships from, it was the first thing people saw in 2.0, its been there ever since and changed very little, they added larger extended pads for larger ships a few years ago, they also added a few shops to its interior, other than that its exactly the same as it was back in 2.0.
It does hold a special kind of place, not just to players but also CIG themselves.

However PO is too small and too old to handle the size of ships we have now, like the Hull-C that's coming in 3.20, it also needs a cargo deck for the cargo refactor, again its too small.

They have been talking about replacing it for years, they had hinted that it might go in some dramatic way, like a Vanduul attack.
Its not going permanently, it will taken out and replaced with what you see in the video in 3.20, but it will be back at a later date, they still have plans for its demise, and even after that it may not be permanently gone, it might still be there, in some form as a monument to where it began.
All that tells me is Chris Roberts didn't tell Chris Roberts what the largest ship in game will be so Chris Roberts couldn't tell someone to design the station to accomodate it from the start. Wasting more development time.
 

rootsrat

Volunteer Moderator
I've been wondering aboout that. Does the engine have a hard cap on how much ti can handle?

All that tells me is Chris Roberts didn't tell Chris Roberts what the largest ship in game will be so Chris Roberts couldn't tell someone to design the station to accomodate it from the start. Wasting more development time.
He probably didn't promise large ships yet at the time :D
 

Viajero

Volunteer Moderator
I understand all that.

Still doesn't make sense to remove Port O when there is no need to remove Port O... unless there is a need to remove Port O.
The main reason stated in the ISC thing is about PO being too bespoke and non standard. Which in turn forced CIG to have to continually perform specific ad hoc corrections and changes to PO at every update. Unlike the existing but more recent cookie cutter low orbit stations, with a very samey approach to station modules.

Seems like a perfectly reasonable reason to change PO to the same cookie cutter design.

But then again CIG is directly undermining one of their main selling points with regards to high fidelity hand crafted content, completely different experience for every location etc. Slowly but surely, over the course of a decade, CIG has realized that, for the scale they want, procedural, modular, cookie cutter content is pretty much unavoidable. Only took 600 millions of hand crafted selling.

This guy puts it best:


"We really don't need 100 systems if every will be copy paste...

All the uniqueness is disappearing fast in SC.

All the stations look the same
All the caves look the same
All the bunkers look the same
All the outpost look the same.

Might as well stick to 1 system, and give each planet and moon it's own unique feel. There's enough real-estate sq wise to do so.

Will be better than all these copy and paste.

What exactly is different from just staying in the area of the main planet with it's moons.

Same missions
Same materials
Same shops"
 
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The main reason stated in the ISC thing is about PO being too bespoke and non standard. Which in turn forced CIG to have to continually perform specific ad hoc corrections and changes to PO at every update. Unlike the existing but more recent cookie cutter low orbit stations, with a very samey approach to station modules.

Seems like a perfectly reasonable reason to change PO to the same cookie cutter design.

But then again CIG is directly undermining one of their main selling points with regards to high fidelity hand crafted content, completely different experience for every location etc. Slowly but surely, over the course of a decade, CIG has realized that, for the scale they want, procedural, modular, cookie cutter content is pretty much unavoidable. Only took 600 millions of hand crafted selling.

This guy puts it best:


"We really don't need 100 systems if every will be copy paste...

All the uniqueness is disappearing fast in SC.

All the stations look the same
All the caves look the same
All the bunkers look the same
All the outpost look the same.

Might as well stick to 1 system, and give each planet and moon it's own unique feel. There's enough real-estate sq wise to do so.

Will be better than all these copy and paste.

What exactly is different from just staying in the area of the main planet with it's moons.

Same missions
Same materials
Same shops"
Yeah, unlike SC, ED is really samey when it comes to content.

Oh wait.
 
The main reason stated in the ISC thing is about PO being too bespoke and non standard. Which in turn forced CIG to have to continually perform specific ad hoc corrections and changes to PO at every update. Unlike the existing but more recent cookie cutter low orbit stations, with a very samey approach to station modules.

Seems like a perfectly reasonable reason to change PO to the same cookie cutter design.

Of course, this means believing anything that comes out of CIG's collective lying mouth.
 
Salt is flowing on Spectrum about the removal of Port O.



LOL

It's too early to say, since we're 10-15 years away from release




I don't get these guys anymore. There is a working content which people like so they will cut it out and replace it with something generic. I mean, cmon...


Now, if defence of CIG (and may the gods have mercy on my blackened soul), change anything in a computer game and the forums will set of fire.

But since this is CIG/SC, i get a good laugh out of it.
 
Dayum, Spectrum is fun today

Guess you haven't done your research then, because they already have multiple star systems done for Squadron 42 (keep in mind, literally everything in SQ42 will eventually make its way to Star Citizen), plus Pyro and Nyx are almost done as well. CIG have spent years making procedural engine tools that allow them to create assets a lot, LOT faster then before...so fast that they pooped out a whole planet just for part of it to be used for a small map in an Arena Commander gamemode (yes, obviously the finer details on the planet aren't there, but the physical planetary body without editing can be made in just a couple of hours of rendering).

Also, look at the ARK Starmap on the website...it shows their 'roadmap' for all of the star systems they want. If you actually look at those systems, most of them are actually relatively empty...most only have 1-3 planets with minimal or zero moons, and some don't even have ANY planets...one star system at least is a black hole, so not much going on there. Only like 1/5 of star systems or less have officially planned landing zones and/or space stations. So again, try to tell me that "it can't be done"...the small amount of star systems that require landing zones and space station assets can largely be created with the procedural tools with minimal editing, and besides...it's not going to just be "the same thing over and over" as they are expanding the procedural asset library constantly, which means that they can have a ton of variety for buildings and other assets with things not looking similar...that's not even including shaders that can be wrapped around assets, completely changing how they look for a given theme.

1) That's totally unknown.

2) LOL, i'll believe that when i see it, with Chris "Fidelity" Roberts in charge.

3) Most might (or might not) be relatively empty (see: Chris Roberts Syndrome), but they are totally ignoring all the systems which require a hell of a lot of work, such as Sol, Terra, and at least the alien home systems.
 
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