Game Discussions Star Citizen Discussion Thread v12

So it seems mini-Chris has been talking down Quantum since its mothballing...

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Contrasts somewhat with the Chariman's Letter back in 2020 ;)

The last big technical initiative is the background universe simulation, what Tony Zurovec has dubbed “Quantum” at last years CitizenCon...

...These three key technologies will round out the major technical pillars that will enable us to deliver a dynamic and seamless universe with incredible detail and scale. All are well into development and the question is no longer “if” but “when”.

 
Tip of the Day:

Hull C - How to trade in Hull C without bugs

What were the steps I followed for my successfull runs:
  1. Store my ship on the station.
  2. Go to admin terminal and buy cargo
  3. Retrieve the ship
  4. Important - POWER SHIP UP FIRST, BEFORE UNDOCKING, otherwise you get bug and don't get assigned cargo deck.
  5. Undock, and move away from docking port. DO NOT HAIL CARGO SERVICES YET.
  6. Wait a few seconds and a cargo deck should be assigned automatically. If not, hail cargo services for cargo deck to be assigned. (Note that if you try and hail cargo services and the communication pannel just remains open, and a deck is not assigned, you need to dock to station, store ship, retrieve it, and try again. Happens rarely, but mainly happens if you try to undock first without powering ship up).
  7. Move ship to cargo deck, shut off engines so you don't accidently move and wait for loading.
  8. Once loaded, jump to second station.
  9. Dock at station
  10. Power ship OFF
  11. Store the ship
  12. Sell cargo
  13. Retrieve the ship
  14. Important - POWER SHIP UP FIRST, BEFORE UNDOCKING, otherwise you get bug and don't get assigned cargo deck.
  15. Undock, and move away from docking port. DO NOT HAIL CARGO SERVICES YET.
  16. Wait a few seconds and a cargo deck should be assigned automatically. If not, hail cargo services for cargo deck to be assigned. (Note that if you try and hail cargo services and the communication pannel just remains open, and a deck is not assigned, you need to dock to station, store ship, retrieve it, and try again. Happens rarely, but mainly happens if you try to undock first without powering ship up).
  17. Move ship to cargo deck, shut off engines so you don't move accidently and wait for loading.
  18. Repeat steps above at each station and for me that guaranteed no game breaking bugs or loss of aUEC.
 
So it seems mini-Chris has been talking down Quantum since its mothballing...

I mean, I love some good tinfoil story but Chris Roberts being blackmailed into betraying his True Vision is a bit, well, rich:
I'm convinced that Rich Tyrer has some sort of Blackmail material over Chris Roberts.

Every bad announcement about the direction of Star Citizen in the last 4 years has been Rich Tyrer grinning while he tells us crap like "Now we're doing cloning..." "Now we have character skills..." "Quanta is a bonus on top..."

I remember when they introduced cloning. It was Rich and Chris sitting in chairs, and I kept expecting Chris to stand up and say "What the crap are you talking about? That's the opposite of what I said Star Citizen was going to be!"
 
You know it's a game and fire is fun to play ? You can also replace the pilot by an AI because using a human to pilot a ship in the future is bad design too...

You know what’s even more fun to play? Well thought out game systems, and space ships designed to take advantage of them. Firefighting gameplay is the kind of thing that CIG should’ve thought about, gamified, designed, prototyped, tested, and refined long before the art team was hired, let alone had finished the first ship asset.

There’s a wealth of ideas out there among harder sci-fi when it comes to firefighting in space than repeating tired old WW2 tropes. Fighting in vacuum is merely one of the more common ones. More than one series I’ve read has the fire suppression system double as an anti-intruder defense system.

It’s a pity that a game that has always claimed it strove for unparalleled fidelity has put in so little thought into one of the most dangerous threats to crewed space travel. But not that all surprising. From the very beginning of this project, Chris Roberts’s approach to has been to show pretty pictures, promise the moon, and deliver a molehill. Why would firefighting “gameplay” be any different?
 
You know what’s even more fun to play? Well thought out game systems, and space ships designed to take advantage of them. Firefighting gameplay is the kind of thing that CIG should’ve thought about, gamified, designed, prototyped, tested, and refined long before the art team was hired, let alone had finished the first ship asset.

There’s a wealth of ideas out there among harder sci-fi when it comes to firefighting in space than repeating tired old WW2 tropes. Fighting in vacuum is merely one of the more common ones. More than one series I’ve read has the fire suppression system double as an anti-intruder defense system.

It’s a pity that a game that has always claimed it strove for unparalleled fidelity has put in so little thought into one of the most dangerous threats to crewed space travel. But not that all surprising. From the very beginning of this project, Chris Roberts’s approach to has been to show pretty pictures, promise the moon, and deliver a molehill. Why would firefighting “gameplay” be any different?

Can't wait to see the colour of the firefighting beam.
 
You know what’s even more fun to play? Well thought out game systems, and space ships designed to take advantage of them. Firefighting gameplay is the kind of thing that CIG should’ve thought about, gamified, designed, prototyped, tested, and refined long before the art team was hired, let alone had finished the first ship asset.

There’s a wealth of ideas out there among harder sci-fi when it comes to firefighting in space than repeating tired old WW2 tropes. Fighting in vacuum is merely one of the more common ones. More than one series I’ve read has the fire suppression system double as an anti-intruder defense system.

It’s a pity that a game that has always claimed it strove for unparalleled fidelity has put in so little thought into one of the most dangerous threats to crewed space travel. But not that all surprising. From the very beginning of this project, Chris Roberts’s approach to has been to show pretty pictures, promise the moon, and deliver a molehill. Why would firefighting “gameplay” be any different?
Do they even have a design document to work from? Even for art assets like ships are there specs that says a small ship has to be under so and so million polygons and textures under a certain size? Without that it'll be a perpetual cycle of refactoring and redesigning things to accomodate new brain fart of the week.
 
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