Game Discussions Star Citizen Discussion Thread v12

So cheap! Obviously if I have to choose between ten AAA games and the Perseus, the SC jpeg will win every time. 🙃
Or you just buy an Aurora for less than 50$ and wait for the release of SC to grind it like you do it in ED, NMS, etc. Unless CIG is pointing its youmustbuy gun at you, buying this ship is absolutly not mandatory to test the alpha.
 
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For the animation, no. For the docking collar, probably yes.
Docking is in WIP and a main feature awaited by backers for the next year. Every ship tied to the first iteration of a new feature sells a lot.
So far, after 8 years in the development of the Star Citizen Franken-engine they haven't been able to get vehicles to go up a ramp reliably without exploding or glitching through the physics, ships to land on planets or vehicles to drive along the surface without falling through or glitching through the physics or players able to reliably walk around the physics grid without falling through, elevators to work reliably without breaking the laws of physics, NPC's to realistically interact with the environment by walking through doors or board a ship...and you think Ci¬G will actually manage to implement a ship being able to dock with a station or another ship?

I think not.

The Star Citizen ships have had those supposed docking collars since the hangar module back in 2015...the original Cutlass Black model had them (just like those on the Cutlass Red) before its remodelling back in 2017 which replaced them with sliding side doors, the Constellation series had them from concept and still have ...not to mention the Merlin snub fighter which was supposed to be dockable back in 2016 (it was a main selling point), the Caterpillar was designed from concept to have a dockable cockpit module and individual, dockable cargo sections back in 2016 (it was a main selling point)... not once since this ship to ship and ship to shore docking was mentioned back in 2016 and version 2.5...and despite many attempts to implement it... have Ci¬G managed to make this seemingly magical docking feature a reality :)
 
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I'm guessing the servers aren't doing so well - looking at the Star Citizen Twitch page only one out of the top-15 are actually in the Alpha game:

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They had said recently having made big progress on docking with snub ship and start to show us some stuff about docking to station. At 7:00
But they need expandable grid also for docking to station and we had no news of progress about it.

Yep, ship-to-station. That's fine, but it's just parking in the right place and an extending corridor. My bet is nothing will happen until you're in exactly the right position, which will probably be done with an autopilot, and your ship will be completely, unrealistically locked in place for the duration.

More importantly their "progress" is a concept animatic, and then the static corridor geo pasted into a map to see what it looks like, with zero functionality.
 
At the risk of going on a tangent, while I love the idea of combined arms, I have heavy doubts as to an implementation of it that doesn't completely break internal consistency.

Yes, as of today, ground troopers can shoot down airplanes. But first, this is because airplanes are incredibly fragile. And then, this isn't magical tech, the airplanes themselves carry similar versions of those missiles and have the same capacity. Take that into a futuristic context where for "balance" and "TTK" reasons, spaceships can endure multiple missile volleys from other ships, and are limited to only carry so many launchers under the pretense that the hull couldn't fit more or that they'd be too big/cumbersome. From there, either (a) your ground trooper carries a similar (smaller weapon class available to a ship) launcher, and ends up shooting mosquito bites at ships, or (b) you invent a magic tech that can actually do meaningful damage to ships (up to one-shotting them) and for some reason it doesn't work when fitted to a ship hull. (a) is internally consistent tech-wise, but means that there is no meaningful handheld G2A option. (b) does provide a gamey sense of "balance" but is ridiculously contrived.

Ground-based static emplacements are another option. Here you can justify heavier warheads (they don't need to be carried around), bigger power supplies for energy weapons, or better tracking (ground tracking array) that wouldn't be practical on a ship (although the more massive the ships, the least true this becomes). But obviously, that won't cover random troopers outside of an outpost. Imho, that's still the best way to go about it. It does provide a rationale for ground troops, while not making them "viable" at the cost of a completely crazy universe tech-wise. And well, the ground troops still benefit from being tiny targets, so unless specific A2G weapons get introduced, it shouldn't be a breeze for the ship to actually hit ground targets.

I can't comment on SC as I don't play it, but taking ED as an example, look at weapon sizes. Some ships have (S)mall-only weapon emplacements. These are massive multi-ton ships and they can't even fit a (M)edium weapon. I can't see any rationale for a ground trooper carrying anything beyond S-class weapons. And good luck taking down engineered ship with your ground-based single S gun. In fact, when was the last time you took down a ship with a single M class missile? I mean, possibly with a volley of 4 thermal cascade engineered torpedoes, but apart from that? So barring magitech, hell will freeze over before ground troops are a threat to ships. Even massed-fire would require a lot of S guns to effectively become a threat. And again, if magitech is introduced with handheld launchers that can one/two/three-shot ships, well, I'll be asking Core Dynamics why they won't fit these onto every single emplacement of my dropship. For another case where this time ground-based G2A weapons are lethal, take Planetside 2. A few troopers with anti-air launchers are enough to deter air presence. But the flip side here is that PS2 aircrafts can (logically) carry similar missiles and bring the same lethality against other aircrafts.

Unless SC actually has small-sized ship-based missiles that pack a massive punch, it's likely the same issues will arise.

tl;dr: because of TTK balance, spaceships are stupidly hard, to the point where it makes no sense that a handheld weapon from a ground trooper can have a tangible effect.

I dont think its a tangent at all and a fair discussion point.

The old Aliens: Colonial Marines Technical Manual had a short chapter dedicated to this whole point that still works well in terms of describing the whole dynamic.

The tl/dr of it was that you'll always need someone to dig in the proverbial mud and hold the ground, regardless of how fancy your supporting kit is.

The problem is from my WW2 Online/ArmA experiences, you need a lot of players in an instance to create that combined arms feel, and from all we've seen, Star Citizens engine/servers dont support that at present.
 
I have not said that the Perseus is the only one with docking collars (there are several released ships with them). My bet is the Perseus will be the first ship with a really working docking collar. CIG have made some progress on docking recently and the Perseus is developped in the same time.
I guess the Perseus will be released in the same time than the docking mechanism.

The optimism of some backers consistently surprises me. I know, it shouldn't after all these years. But they have nothing to base such optimism on.

CIG frequently talk about the great strides they are making on various things, only for them to rarely materialize.

The default position after all this time really should be "I'll believe it when I see it in game" not "I believe it because CIG said it"
 
Or you just buy an Aurora for less than 50$ and wait for the release of SC to grind it like you do it in ED, NMS, etc. Unless CIG is pointing its youmustbuy gun at you, buying this ship is absolutly not mandatory to test the alpha.

Its not about it being mandatory or not. Its the ridiculous prices in the first place. Its thanks to CIG we have the term macrotransactions as opposed to microtransactions.
 

This is more than the entire original Kickstarter raised!

Ah yes, the original kickstarter, the BDSSE, which CR said he could deliver in 2-3 years with just a few million, 8 years ago.

My, how time flies!

I don't think backers have twigged yet that is not the money that is the problem.
 

In that moment it dawned on me that THIS is what makes this game so special already. The fact that you can encounter such random individuals just going about their business in the universe.

Every single MMO ever.
 
Every single MMO ever.
Not every MMO can give this feeling, it's not true. I've played more than 10 MMO in my life and you can't find this feeling in each (in fact in few).

Just take WOW, you know if you are in danger or not just by looking at the faction of the other player. In a lot of MMO you clearly know when the other player is a enemy, not in SC.

Another difference is in SC someone can indirectly and significantly harm you without killing you. In his story, the 2 other players could have blown up/steal his ship and get away. He's alive, have not fighted but his next hour of play will be completly changed (asking help for return to a station/city). That's new for me. In every MMO I have played, when you encounter an enemy afar from your base and there is action with a winner, the winner is alive and the looser dead. You dont' have a looser alive that need to go back to his base. It has a huge psychological impact because after you loose, you are not safe yet. You can loose again if you can't find help or the help you find betray you. And the help you find can also give you the best gameplay session you ever had...
 
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