Game Discussions Star Citizen Discussion Thread v12

We should start an Org immediately!

Citizens Without Sandwurmies!

The fact that we are without either game we purchased is just a minor niggle at this point. We were shown Wurmie, and we should have Wurmie!
Yes! Orgy-porgy. Give us the wurmies.
Wurmely wart, Drop it in water.
Watery word. A knot in the world
Hissely hach. A wurm in the water.
Bungeling Bay. Drink all the day.
 
At the end of the day, the main difference between ED's and SC's "promises" (depending on where you stand on how valid those "promises" are), is FD mainly developed ED on their own buck and after release, all other money came through sales of a released product. On the other hand, SC is still selling new "promises", while having not delivered on most of their earlier promises, but still running off "pledges" from backers, rather than sales of an actual released product.

Again, we can quibble of what is release, are pledges donations or sales, etc., but the difference is stark.
 
At the end of the day, the main difference between ED's and SC's "promises" (depending on where you stand on how valid those "promises" are), is FD mainly developed ED on their own buck and after release, all other money came through sales of a released product. On the other hand, SC is still selling new "promises", while having not delivered on most of their earlier promises, but still running off "pledges" from backers, rather than sales of an actual released product.

Again, we can quibble of what is release, are pledges donations or sales, etc., but the difference is stark.
Oh, they totally run on sales. But they never fully delivered on these sales. Despite telling the opposite. Same game - a bunch of conflicting statements and people give up on their money.
 
Master Modes coming to Arena Commander in 3.20: Source: https://www.reddit.com/r/starcitizen/comments/14pdmae/master_modes_confirmed_in_arena_commander_for_320/


Isn't that going to be a bit weird - having the ships fly differently in AC and the P(T)U?

So, basically, different flight modes that affect how the ship handles.... well, that's certain never been done before.

Anyway, off to play a bit of X4 with its totally different and not at all master mode flight models 🤣

I wonder if CIG will ever get bored of reinventing the wheel?

To misquote Winston Churchill: "You can always rely on CIG to do the right thing, after they have tried everything else."
 
I don't feel ED was built around having interior. It'd been a long shot to make it work after initial release. Compare SF - you start with legs and so you get ship interiors. You just don't simply add such a thing to a game, you design such stuff from the ground.
So whenever they ask for interiors in ED, that's asking the near impossible.
With limitations it's entirely possible. However, movement around flying ships, especially in supercruise and during jumps between systems, is probably a technical nightmare to make work, especially in an online multiplayer capacity. I think it's maybe one of the reasons why it has never fully functioned in Star Citizen without issues either, and is a source for a lot of the bugs and jank we see featured in videos here on a regular basis, even when a straight line only supercruise equivalent, which hugely reduces the complexity involved, is used.

For example, when in supercruise in multiplayer some rubber banding can be seen when viewing other ships in supercruise, now realize that the inch or two of screen real estate that you saw rubberbanding is equivalent to a few astronomical units in distance, and yeah, that's going to be a problem for multiple players walking around in the same ship traveling a multiples of c.

A system like that used in Empyrion would work fine for me, entering and leaving ships has to be done when they are at a stop, and if you're not sat down when the ship goes, then you're not going with the ship when it moves - or in the case of Elite, it could prevent take-off to avoid that issue - though having lots of seats/restrainers everywhere inside that act to lock your position to the ship within easy reach could mitigate that too. Having to have a locked position relative to the ship when flying also makes sense from the perspective of flying or driving, where people are generally kept in their seat when the vehicle is moving.

Of course, I'm looking at it from what I see and understand - which isn't much tbh, I'm not sure if the game does any dynamic compression of distance as part of rendering a star system which brings those massive numbers down to something more manageable, which could complicate things too. It looks like the whole volume of space a system is rendered in is to scale, but who knows what programming tricks are used?

Anyway, for me, the whole "it can mostly work, but not without the random possibility of glitching out and ending your game at any time" doesn't cut it when it comes to ship interiors, and until it is 99.9% glitch free, I fine with not having 100% freedom of movement in all cases within ship interiors in Elite.

I also think that Starfield's interiors are basically just building maps that look like spaceship interiors and you're not actually in the volume of space, as it were. Similar to Fleet Carriers, I guess.
 
With limitations it's entirely possible. However, movement around flying ships, especially in supercruise and during jumps between systems, is probably a technical nightmare to make work, especially in an online multiplayer capacity. I think it's maybe one of the reasons why it has never fully functioned in Star Citizen without issues either, and is a source for a lot of the bugs and jank we see featured in videos here on a regular basis, even when a straight line only supercruise equivalent, which hugely reduces the complexity involved, is used.

For example, when in supercruise in multiplayer some rubber banding can be seen when viewing other ships in supercruise, now realize that the inch or two of screen real estate that you saw rubberbanding is equivalent to a few astronomical units in distance, and yeah, that's going to be a problem for multiple players walking around in the same ship traveling a multiples of c.

A system like that used in Empyrion would work fine for me, entering and leaving ships has to be done when they are at a stop, and if you're not sat down when the ship goes, then you're not going with the ship when it moves - or in the case of Elite, it could prevent take-off to avoid that issue - though having lots of seats/restrainers everywhere inside that act to lock your position to the ship within easy reach could mitigate that too. Having to have a locked position relative to the ship when flying also makes sense from the perspective of flying or driving, where people are generally kept in their seat when the vehicle is moving.

Of course, I'm looking at it from what I see and understand - which isn't much tbh, I'm not sure if the game does any dynamic compression of distance as part of rendering a star system which brings those massive numbers down to something more manageable, which could complicate things too. It looks like the whole volume of space a system is rendered in is to scale, but who knows what programming tricks are used?

Anyway, for me, the whole "it can mostly work, but not without the random possibility of glitching out and ending your game at any time" doesn't cut it when it comes to ship interiors, and until it is 99.9% glitch free, I fine with not having 100% freedom of movement in all cases within ship interiors in Elite.

I also think that Starfield's interiors are basically just building maps that look like spaceship interiors and you're not actually in the volume of space, as it were. Similar to Fleet Carriers, I guess.

Which is what I've said many times in the past that FD could do in order to give ship interiors with minimal hassle.

However, there is a cheat you can kind of use to give ship interiors with movement, and that is put in "windows" (eg: in the cockpit) that are simply viewports to the external view. So when inside, the interior "map" isn't actually moving, but as you steer the ship, it makes the ship move externally in the external space, and that is reflected on the cockpit view.

This is a whole lot simpler than the way CIG does it from a technical point of view, the only issue is that you can't have a seamless transition between interior and exterior, it has to be fade to black.
 
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