Game Discussions Star Citizen Discussion Thread v12

Mk. IIs are easy, just make the numbers int he XML file bigger! No new art or imagination needed. If you're not sure it's good enough, just nerf the Mk I versions at the same time.

They kind of have no choice though, they've sold so many ships for every role, there's just about nothing new to concept. I do still hope they do a space taco truck at some point.
 
Last edited:

Viajero

Volunteer Moderator

Some choice quotes:
It’s easy to pledge the stars when you don’t actually have to make good on those promises for a long, long time (if ever).

can’t see this project as anything other than a good idea that experienced the largest feature creep I’ve ever seen and then expanded to the point where it became an unwieldy beast of studios and sales of pretend ships that didn’t have much of a chance to make good on any of its goals.

It’s a tease with a bare minimum product that’s been stringing players along since Obama’s first presidential term.
 
Last edited:
Mk. IIs are easy, just make the numbers int he XML file bigger! No new art or imagination needed. If you're not sure it's good enough, just nerf the Mk I versions at the same time.

They kind of have no choice though, they've sold so many ships for every role, there's just about nothing new to concept. I do still hope they do a space taco truck at some point.
Blasphemy! Just because something is made for Squadron 404 (and paid) is now being sold to SC space cadet for a premium does not make it a scam. /s
food trucks taking over every corner of the verse would be great. Including never done before VR based kitchen gameplay (washing dishes for the poor)
 
LOL, the golden age of SC apparently happened while the game was still in pre-alpha, and they missed it!
Hilarious! Is that the golden age when there were fewer* features rather than lots* of features (* that don't work)?

I've even forgotten what the most recent refactor was that was noted here, but, to be talking about this and redesigns at this stage (eon?) is unimaginable in the real world.

I'm not sure how many stages of grief there are, but anyone truly invested in this must be on their seventh cycle by now.
 
Hilarious! Is that the golden age when there were fewer* features rather than lots* of features (* that don't work)?

I've even forgotten what the most recent refactor was that was noted here, but, to be talking about this and redesigns at this stage (eon?) is unimaginable in the real world.

I'm not sure how many stages of grief there are, but anyone truly invested in this must be on their seventh cycle by now.

SaltEMike tends to go through all the stages in a single week and then resets :p
 
Hilarious! Is that the golden age when there were fewer* features rather than lots* of features (* that don't work)?

I've even forgotten what the most recent refactor was that was noted here, but, to be talking about this and redesigns at this stage (eon?) is unimaginable in the real world.

I'm not sure how many stages of grief there are, but anyone truly invested in this must be on their seventh cycle by now.
I’m surprised that they haven’t got to the refactoring the refactoring process yet, or at least the planning to refactor the refactoring process.
 
SaltEMike tends to go through all the stages in a single week and then resets :p

mementoMike.gif


Via salty discords...
 
A dash of hot gossip:

Here's a description of the most recent AI / mission logic tools:

Subsumption: Took forever to load. Had 40 launch errors. Saving caused an error saying 'cannot save'. You had to click cancel and hope it actually did it. On the plus side it was an external tool, so it never crashed.

Apollo Subsumption: The speed was better, with some QoL updates. And it looked better. But instead of clean scripts in separate folders and classes it was one giant page of spaghetti. It was also inside the editor, which is so flakey it could crash any given minute. Literal 'will it crash before I'm back from the bathroom' style stability.
 
Last edited:
Back
Top Bottom