Game Discussions Star Citizen Discussion Thread v12

Is that how this works?
Knock out a hostile NPC, drag them into your ship, then into a station. Hit them with a medpen and get into cover. Instant pop-up terrorist with infinite ammo in a no-shooting-back zone.
There seems to be another trick to "loot" weapons into shopkeepers' hands but we couldn't make that work, yet.

It's almost like having an AI crew.

https://robertsspaceindustries.com/...3/thread/spaceports-blocked-by-shooting-npc-s
Inventive. You can always rely on players trying out silly things.
 
Is that how this works?
Knock out a hostile NPC, drag them into your ship, then into a station. Hit them with a medpen and get into cover. Instant pop-up terrorist with infinite ammo in a no-shooting-back zone.
There seems to be another trick to "loot" weapons into shopkeepers' hands but we couldn't make that work, yet.

It's almost like having an AI crew.

https://robertsspaceindustries.com/...3/thread/spaceports-blocked-by-shooting-npc-s

That wouldn't explain the station security going rogue though would it?
 
So, Quavers and Wotsits posted the "By the end of the year..." meme from CR on /r/gaming to coincide with CIG passing 700 million in funding.

Most of the top comments are just poking fun at CIG/SC as normal but there are some defenders of the faith active in there. I've challenged a few of them and its deflection city, refusing to even discuss the quote or saying "he got it wrong" without acknowledging how it could only be through massive incomptence or lies he got it wrong.

Also a lot of the faithful calling out Q&W stating he must have mental problems for being so obsessed with "hating" on the game. trying to point out its not the game that is the problem, its CIG that is criticized got me downvoted by the faithful. Pointing out that if someone has mental problems its not a great look to dunk on them for it also got me downvoted by the faithful.
 
The $700m mark has been noted via IGN:


Interestingly it comes with a poll. No guesses for what I chose but it seems I'm in quite the majority company:

Screenshot 2024-05-28 at 2.46.05 PM.png


And there's this:

Screenshot 2024-05-28 at 2.50.09 PM.png


Wishlist? :D
 
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The spend-per-account chart is a fun one:

HPJxTzC.jpeg


Is the bloom in recent years a snowball of community confidence in the project? The receipts from an ever-expanding fleet of functional ships? Or a sign that more new backers are just $45 joyriders? ;)

Bonus chart fun:

sOhYAja.jpeg


Source is the community Google doc.
 
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Ex-Pipeline guy is up and running...

Star Citizen: What is actually in 1.0?​

A Minimal Viable Product​


I’ll keep it brief - these plans are NOT FINAL. These are sourced primarily from a high-level design document that has been corroborated by a number of sources involved in various capacities, and I’ve done my best to try and update and clarify to the best of my capacity. I want to clarify once and for all the amount of content CIG is considering for an “initial release”.
This is just one plan at one moment that was once called:

Star Citizen 1.0

50+ - FPS Weapons (5 Damage Types, 7 Ammo Variations)

90+ - FPS Armors (6 Resistance Types, Up to 5 visually distinct rarities)

~30 hours - of optional Main Story Content (Made to be the “New Player Experience” going across the 5 initial systems, and will introduce every major gameplay mechanic. Players will be able to initially spawn anywhere in the Stanton System, but the story is planned to start on Hurston)

7 Guilds - each with their own ~10 hour story. Players will earn reputation for the companies (i.e BitZeroes, BlacJac Security, etc.) under a Guild’s umbrella. The summaries of their activities I’ve included are both not final and not all-encompassing.
  • Merchant Guild
    • Gameplay focused on Trading and Hauling activities.
  • Industrial Guild
    • Gameplay focused on Salvage, Mining, and other Industrial-related activities.
  • Security Guild
    • Gameplay focused on Escort and Protection activities.
  • Science Guild
    • Gameplay focused on Research & Exploration activities (We’ll talk more about this in the next article).
  • Organized Crime Guild
    • Gameplay focused on Illegal activities like Theft and Kidnapping.
  • Mercenary Guild
    • Gameplay focused on Bounty Hunting and similar Combat for-hire activities.
  • Medical & Rescue Guild
    • Gameplay focused on Healing and Rescue activities.

100-200 - “Job Board” missions per Guild (15 minutes for the “quickest” mission, 30 minutes average)

“Will not be individually hand crafted. They will be generated using conditions and hazard modifiers.”

10+ - Unique Creatures (Incl. the Vanduul)

4-8 - Dungeons (2-4 FPS and 2-4 Ship) (30-60 minute bespoke missions) (Repeatable)

2 - Raids (1 Ship and 1 FPS) (1 hour+) (Gives weekly reward) (Also Repeatable)

~16 - events throughout the year (4 major events, 12 minor events incl. seasonal)

5 Systems
  • Stanton (Incl. New Babbage, A18, Orison, Lorville) (Early Game/Lawful)
  • Pyro (Late Game/Lawless)
  • Nyx (Incl. Levski) (Mid Game/Lawless)
  • Terra (Incl. Prime) (Late Game/Lawful)
  • Castra (Incl. Sherman) (Mid Game/Lawful)

Reputation System - Star Citizen’s alternative to leveling. Will be earned for both the Company the player works for and its overall Guild. Company reputation will affect the hostility of affiliated NPCs (either registered to the Company in question, or related Companies) and rewards for working for that particular company. Guild reputation will affect players access to progressively harder variations of missions. At this stage, they want this process to take 100 hours.

Death of a Spaceman - Player debuffs gained through various forms of death (scaling based off the quality of medical service) culminating into a final forced tax of a significant portion of the player’s UEC value, and a significant reputation debuff.

Player Economy - To be based off various forms of item production or knowledgeable item farming. This will be heavily focused around the soon-to-be-implemented Base Building mechanic - which will see players transform bases and strongholds into production facilities for both crafted goods and the resources (gathered through farming (crops & animals), refining, or automatic extraction) needed to create them. Players will use Science modules for either ships or bases to research physicalized Blueprints which are necessary for later tiers of crafting progression. All cargo and items in the future will be tied to individual players (or companies in the case of mission items/cargo), and this ownership can be transferred through a future in-game app, or registered to items that have had their ownership lapse (through a timed process or through manual wiping). Traded goods will either need to be manually handed off between player ships, or held in a station’s storage for pickup. This is the end game of Star Citizen.

---

Next up: CIG Mulls "[Redacted]" & More for Future Monetization

 
The spend-per-backer chart is a fun one:

HPJxTzC.jpeg


Is the bloom in recent years a snowball of community confidence in the project? The receipts from an ever-expanding fleet of functional ships? Or a sign that more new backers are just $45 joyriders? ;)

Bonus chart fun:

sOhYAja.jpeg


Source is the community Google doc.
Easy answer to that one...most of the desirable ships are in the $150 range for the newbie star citizen looking to progress past a $55 starter package to something useful. If you account for at least one Cutlass Black for each of them, even assuming they may never buy another ship...there's your average spend.

Out of all my ships, I've spent most of my considerable time, even since day one in SC, flying the Cutty as my go to ship. It was the first ship I bought back in 2016 and unlike the majority of my ships, I've never melted it for store credits or CCU'd it to something else...It's either been flying it or sitting in the turret of someone else's...it's the jack of all trades that just does what it says on the tin. It looks cool with it's rotating VTOL engines, has decent S2 shields and QT drive out of the box, carries a moderate amount of cargo, you can shove most small ground vehicles (like a ROC mining rig or a couple of hoverbikes) into the back of it...it has a turret, a co-pilot's seat plus the jump seats for multi-crew and has decent weaponry as standard.

If I only had the option of owning one ship in SC...it would be a Cutty Black. It's universally accepted as being hands down the most versatile ship in star citizen. SC's version of ED's Python if you will :)

VLL44Ai.png
 
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Viajero

Volunteer Moderator
The spend-per-account chart is a fun one:

HPJxTzC.jpeg


Is the bloom in recent years a snowball of community confidence in the project? The receipts from an ever-expanding fleet of functional ships? Or a sign that more new backers are just $45 joyriders? ;)

Bonus chart fun:

sOhYAja.jpeg


Source is the community Google doc.
Although your question is still valid from a trend point of view, that chart is not a good representation of actual average player spent though. As far as I can see the “Citizen” count in that chart is just the total number of website accounts (including accounts that have not paid a single cent for free flys or just for basic access to forums etc), which is currently seating at 5.2 million “Citizens” (site accounts).

Now the real number of paying accounts was stated by CR himself in one of the latest year end letters from the chairman and was around 1.8 million at end of 2022 if memory serves. Could be just under 2 million now if we are optimists. That would mean the average money spent to date per paying account is actually around 350$, I.e. 2-3 times the amount suggested in the chart.

Plus knowing that many paying players have more than one paying account the actual money spend per paying player will probably be much higher, probably around the 500-550$ mark if we asume around 1.5 accounts per paying player on average.

As for the uptick trend in the last few years that is probably a reflection of the fact the funds tracker has grown much faster than the accounts tracker, and which suggests that it is perhaps rather old existing players spending more money than just new paying players coming in at 45$.

Assuming we can believe those trackers anyways.
 
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that chart is not a good representation of actual average player spent though

Yeah it's just the 'citizen' number, so not necessarily paying backers. And so a pretty duff metric.

But anecdotally I'd say there's a much stronger '$45 got me the game' vibe on the sub in the last few years. (Distinct from the '$45 is all you need to spend' defense meme of some big spenders ;)). And with it a fair amount of cringe and downvoting around whale spend. (Which some $45ers see as the true cause of SC's bad rep).

Would be interesting if CIG were moving into a longer tail on the whale front, and mainly netting base package types with all their ads and outreach.

I guess that could show through even in the sign ups vs spend chart ¯\(ツ)/¯
 
If I only had the option of owning one ship in SC...it would be a Cutty Black. It's universally accepted as being hands down the most versatile ship in star citizen. SC's version of ED's Python if you will :)

And who knows, one day the modularity will work too, and it'll be 4 ships in one ;)

(CIG need to add some kind of turtle-hunt grind wall to this immediately ;))
 

Viajero

Volunteer Moderator
Yeah it's just the 'citizen' number, so not necessarily paying backers. And so a pretty duff metric.

But anecdotally I'd say there's a much stronger '$45 got me the game' vibe on the sub in the last few years. (Distinct from the '$45 is all you need to spend' defense meme of some big spenders ;)). And with it a fair amount of cringe and downvoting around whale spend. (Which some $45ers see as the true cause of SC's bad rep).

Would be interesting if CIG were moving into a longer tail on the whale front, and mainly netting base package types with all their ads and outreach.

I guess that could show through even in the sign ups vs spend chart ¯\(ツ)/¯
Thing is that even the spend per site account ratio is already 3 times the 45$ entry. And the spend per actual paying player ratio is probably around 10 times the 45$ entry. And the ratio has been on an upward trend in the last 4-5 years. Which strongly points primarily to whales, or to “not so new” players, going well over and beyond the 45.
 
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Although your question is still valid from a trend point of view, that chart is not a good representation of actual average player spent though. As far as I can see the “Citizen” count in that chart is just the total number of website accounts (including accounts that have not paid a single cent for free flys or just for basic access to forums etc), which is currently seating at 5.2 million “Citizens” (site accounts).

Now the real number of paying accounts was stated by CR himself in one of the latest year end letters from the chairman and was around 1.8 million at end of 2022 if memory serves. Could be just under 2 million now if we are optimists. That would mean the average money spent to date per paying account is actually around 350$, I.e. 2-3 times the amount suggested in the chart.

Plus knowing that many paying players have more than one paying account the actual money spend per paying player will probably be much higher, probably around the 500-550$ mark if we asume around 1.5 accounts per paying player on average.

As for the uptick trend in the last few years that is probably a reflection of the fact the funds tracker has grown much faster than the accounts tracker, and which suggests that it is perhaps rather old existing players spending more money than just new paying players coming in at 45$.

Assuming we can believe those trackers anyways.
I don't know where to find the dates to check this.
What I want to do is check the number of accounts when funding was at $400mil, $500mil, $600mil and $700mil divide up and see if it match that chart.

Out of curiosity are ships more expensive now than before? Could be CIG keeping up with inflation.
 
I don't know where to find the dates to check this.
What I want to do is check the number of accounts when funding was at $400mil, $500mil, $600mil and $700mil divide up and see if it match that chart.

Out of curiosity are ships more expensive now than before? Could be CIG keeping up with inflation.

The fan spreadsheet is an accurate history of the official funding tracker in theory. (NB it's a G doc so your email will be visible to them).

But it hits the issue V mentions. CIG only publish the number of 'citizens'. (IE people who've registered an account, for free flies etc). They're not necessarily paying backers.

We only have sporadic dates like these for official backer figures:

So I've been doing some rustic maths, based on Chris's last few announcements on paid backers (Dec 2020 - Dec 2022).

TLDM:

  • Averaged backer spend is now ~$300
  • Conversion rate is running around ~42%
  • If we use a blunt '$45 per starter pack' measure then starter packs have raised about 15% of funding to date (~$81m)

DATEACCOUNTSPAYING BACKERSFUNDING$ PER BACKERCONVERSION RATESTARTER PACKS ALONEOTHER FUNDS ALONESTARTER / OTHER $CEO SOURCE:
2022-12-30"4m" (4,324,281)"1.8m"$539,469,962$300 (539,469,962 / 1,800,000 = 299.7055344444444~42% (41.625417034646915)~$81m (1.8m x $45 = 81,000,000)~$458m ($539,469,962 - $81,000,000 = $458,469,962)15% / 85% (15.014737743637339 / 84.98526225636266)https://robertsspaceindustries.com/comm-link/transmission/19078-Letter-From-The-Chairman
2022-05-183,757,582~1.7m (IE "1,177,919" + "more than half a million New Pledging Players"$459,574,318~$270 (270.3378341176471)~45% (45.24186032400623)~$77m (1.7m x $45 = 76,500,000)~$383m ($459,574,318 - $77,000,000 = $382,574,318)17% / 83% (16.645838769432718 / 83.24536489874093)https://robertsspaceindustries.com/comm-link/transmission/18696-Letter-From-The-Chairman
2020-12-232,930,569"1,177,919"$339,638,788$288 (288.3379824928539)~40% (40.1942080189888)~53m (1,177,919 x $45 = 53,006,355)~$287m ($339,638,788 - $53,006,355 = $286,632,433)16% / 84% (15.60668477005636 / 84.39331522994364)https://robertsspaceindustries.com/comm-link/transmission/17936-Letter-From-The-Chairman

Daily funding stats via the 'Crowdfunding Development Spreadsheet Version 2.0'

Planning to use this on the swearier 'I paid $45 and it's great, shut up whales!' guys rocking up under my vids ;)

(Sources here)

And yes ship prices go up. Especially for the undelivered ones when a new round of concept art comes out ;)

You can see the initial 'concept' price vs current prices here:

 
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