Game Discussions Star Citizen Discussion Thread v12

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Did CIG ever gave a reason why they took out that promise to make the full accounting public if development fails? What year was that? I remember it was pretty early, If they removed it because of questionable expenses, then its proof they've been shady asince the early days.

They just settled on sticking out their finance blogs in the last few years, and hoped that mollified enough people...

 
Answer away, its the same question as before, the one you haven't answered yet.

Also my question had nothign to do with how many planets there were, but you keep mentioning it.
To be fair your question was rather unclear. Indeed Stanton (the only system in SC) has a few planets and several moons.

I'll suppose your question pertained to actual populated landing zones such as New Babbage on Microtech, or Area 18 on Arccorp, and why there's only one of these on main planets.
First reason and the most obvious one is these LZ are 100% hand crafted, and so far each of these has taken years and most are still incomplete (with obvious place holders). Adding more would need more time as the very few devs who are actually working on the product are currently fully occupied. And yeah, no proc gen there, at all.

Second reason I can see is an engine limitation. Each "city LZ" is a complete CryEngine map, in the classic pre-2010 FPS style, that means it's mostly flat and has to be limited in size. Getting out of it will make you hit a map transition towards the next "map tile" (from what I could see) with the usual risks of map transitions in SC (physics engine losing control, network desync, etc.). It's quite obvious around Lorville on planet Hurston (where running across the map transition can happen in some package delivery missions, with lethal consequences) and around Area 18 (where you noclip into the fake background buildings). It's better masked around New Babbage thanks to mountains all around it. And obviously it's not an issue on Crusader as the "city" is just floating platforms.

And finally each one of these draws a lot of resources from the game engine which is bursting at the seams (honestly, it's now far beyond that point, i'd should say it's agonizing) and adding more would make everything worse.
 
They just settled on sticking out their finance blogs in the last few years, and hoped that mollified enough people...


Which doesn't really answer the most important questions of all, at least as far as I'm concerned:
  • How much money are Chris Roberts, Erin Roberts, Sandy Gardiner, and Freyermuth Ortwin taking home every year as the Directors of the two dozen or so shell companies (besides CIG-UK) that comprises CIG?
  • How much money are Chris Roberts, Erin Roberts, Sandy Gardiner, and Freyermuth Ortwin getting paid for their executive positions at CIG and the two dozen or so shell companies that comprises CIG?
  • And finally, how much are the various shell companies that comprises CIG paying Chris Roberts to use the "intellectual property rights" of Star Citizen?
 
You obviously never watched Street Fighter. Jokes aside I always thought the original Mortal Combat movie was great coming from a video game.

I know Roberts will come out on top when he fuses best video game and movie together into a Vomie. Never been done before.

The original mortal kombat movie was great. The second one was the comical one.

Also, check out streetfighter assassins fist.. it actually takes itself seriously, its just the budget was the problem. So good. I think there's a free copy on youtube.
 
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Which doesn't really answer the most important questions of all, at least as far as I'm concerned:
  • How much money are Chris Roberts, Erin Roberts, Sandy Gardiner, and Freyermuth Ortwin taking home every year as the Directors of the two dozen or so shell companies (besides CIG-UK) that comprises CIG?
  • How much money are Chris Roberts, Erin Roberts, Sandy Gardiner, and Freyermuth Ortwin getting paid for their executive positions at CIG and the two dozen or so shell companies that comprises CIG?
  • And finally, how much are the various shell companies that comprises CIG paying Chris Roberts to use the "intellectual property rights" of Star Citizen?
Yeah. At the time of the kickstarter the details breakdown of their financial was the thing that gave the project credibility sicne I knew nothing of Chris Roberts.
I did know at the time the amount he was asking for seemed low for a game and bug free all in one product was down right white lie in mymind.
To be fair your question was rather unclear. Indeed Stanton (the only system in SC) has a few planets and several moons.

I'll suppose your question pertained to actual populated landing zones such as New Babbage on Microtech, or Area 18 on Arccorp, and why there's only one of these on main planets.
First reason and the most obvious one is these LZ are 100% hand crafted, and so far each of these has taken years and most are still incomplete (with obvious place holders). Adding more would need more time as the very few devs who are actually working on the product are currently fully occupied. And yeah, no proc gen there, at all.

Second reason I can see is an engine limitation. Each "city LZ" is a complete CryEngine map, in the classic pre-2010 FPS style, that means it's mostly flat and has to be limited in size. Getting out of it will make you hit a map transition towards the next "map tile" (from what I could see) with the usual risks of map transitions in SC (physics engine losing control, network desync, etc.). It's quite obvious around Lorville on planet Hurston (where running across the map transition can happen in some package delivery missions, with lethal consequences) and around Area 18 (where you noclip into the fake background buildings). It's better masked around New Babbage thanks to mountains all around it. And obviously it's not an issue on Crusader as the "city" is just floating platforms.

And finally each one of these draws a lot of resources from the game engine which is bursting at the seams (honestly, it's now far beyond that point, i'd should say it's agonizing) and adding more would make everything worse.
Thank for the answer, for #1 I started asking about why no multiple cities on a single planet after Little Ant mentioned procgen was still there and being used. #2 answers it though.

You'd wonder how they'll be able to carry out what they promised if the game can't handle what they have currently.
 
Answer away, its the same question as before, the one you haven't answered yet.

Also my question had nothign to do with how many planets there were, but you keep mentioning it.
CIG can mix all biomes/city they want on one planet. But I see absolutely no interest in doing so. They have a lore and each city is on the planet assigned by the lore. For the tech part, having them on one planet or several planets doesn't change anything in the way you test them and the gameplay tied (in fact its better to have them on several planets to test inter planet travel).

I still don't understand why suggesting having all cities on one planet is a good idea (appart when you don't know the current state of game and that Stanton has already several cities) ?
 
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I still don't understand why suggesting having all cities on one planet is a good idea
Maybe it's not that; maybe it's "having more than 1 city on each planet".

This Lore you are talking about is trying to tell us that ArcCorp, a planet whose entire surface is completely built, and where 2 trillion people live, only has a limited landing zone such as Area18 marked as "city"?

And the same for MicroTech - New Babbage; Crusader - Orison; Hurston - Lorville.

If so, that Lore is, to say the least, debatable.

The Great Lore of SC... that great friend that serves me to continually try to impress, but also to cover up my lacks....

But let's not forget that every corner of the cities, every garbage on the ground, every lamp or plant, is handmade, with care, with detail, making thanks to that Lore a different taste... which is very cool, no one can argue that, but that causes many argumental lacks and, above all and most importantly, playable lacks, and that causes that, having to do it by hand and having to be very cool to impress and sell, in 11 years we have 1 single star system (unfinished), 4 planets, 4 cities, a couple of space stations, etc ... and that's it.

Very cool, but very little and, above all, not very useful at a playable level.

But it's for the Lore...

That Lore that gives me 4 unnecessarily large cities, in which I have to move foolishly by trams to have in those 4 cities the same as the cities of any MMO have; 1 bar/tavern, 1 weapon/armor store, 1 clothing store, 1 ship/mount store, 1 trade center, 1 hospital/medical center... and that's it. Thousands of silly and boring kilometers just with the same things that any game has. But, let's not forget, only 4 cities in 11 years... well, honestly, for that I personally prefer something more generic and functional, but being 40,000 and not 4... And not only the number, but to have it already for years, and not to be 11 years waiting and have almost nothing.

It's a matter of taste... and Lore.
 
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Maybe it's not that; maybe it's "having more than 1 city on each planet".

This Lore you are talking about is trying to tell us that ArcCorp, a planet whose entire surface is completely built, and where 2 trillion people live, only has a limited landing zone such as Area18 marked as "city"?

And the same for MicroTech - New Babbage; Crusader - Orison; Hurston - Lorville.

If so, that Lore is, to say the least, debatable.

The Great Lore of SC... that great friend that serves me to continually try to impress, but also to cover up my lacks....

But let's not forget that every corner of the cities, every garbage on the ground, every lamp or plant, is handmade, with care, with detail, making thanks to that Lore a different taste... which is very cool, no one can argue that, but that causes many argumental lacks and, above all and most importantly, playable lacks, and that causes that, having to do it by hand and having to be very cool to impress and sell, in 11 years we have 1 single star system (unfinished), 4 planets, 4 cities, a couple of space stations, etc ... and that's it.

Very cool, but very little and, above all, not very useful at a playable level.

But it's for the Lore...

That Lore that gives me 4 unnecessarily large cities, in which I have to move foolishly by trams to have in those 4 cities the same as the cities of any MMO have; 1 bar/tavern, 1 weapon/armor store, 1 clothing store, 1 ship/mount store, 1 trade center, 1 hospital/medical center... and that's it. Thousands of silly and boring kilometers just with the same things that any game has. But, let's not forget, only 4 cities in 11 years... well, honestly, for that I personally prefer something more generic and functional, but being 40,000 and not 4... And not only the number, but to have it already for years, and not to be 11 years waiting and have almost nothing.

It's a matter of taste... and Lore.
Whoa, let's not enter spoiler territory. All the lore is there for a reason: To mull the gullible and suggest content where isn't.
 
Maybe it's not that; maybe it's "having more than 1 city on each planet".

This Lore you are talking about is trying to tell us that ArcCorp, a planet whose entire surface is completely built, and where 2 trillion people live, only has a limited landing zone such as Area18 marked as "city"?

And the same for MicroTech - New Babbage; Crusader - Orison; Hurston - Lorville.

If so, that Lore is, to say the least, debatable.

The Great Lore of SC... that great friend that serves me to continually try to impress, but also to cover up my lacks....

But let's not forget that every corner of the cities, every garbage on the ground, every lamp or plant, is handmade, with care, with detail, making thanks to that Lore a different taste... which is very cool, no one can argue that, but that causes many argumental lacks and, above all and most importantly, playable lacks, and that causes that, having to do it by hand and having to be very cool to impress and sell, in 11 years we have 1 single star system (unfinished), 4 planets, 4 cities, a couple of space stations, etc ... and that's it.

Very cool, but very little and, above all, not very useful at a playable level.

But it's for the Lore...

That Lore that gives me 4 unnecessarily large cities, in which I have to move foolishly by trams to have in those 4 cities the same as the cities of any MMO have; 1 bar/tavern, 1 weapon/armor store, 1 clothing store, 1 ship/mount store, 1 trade center, 1 hospital/medical center... and that's it. Thousands of silly and boring kilometers just with the same things that any game has. But, let's not forget, only 4 cities in 11 years... well, honestly, for that I personally prefer something more generic and functional, but being 40,000 and not 4... And not only the number, but to have it already for years, and not to be 11 years waiting and have almost nothing.

It's a matter of taste... and Lore.
Ironically, the Lore states that ArcCorp has lots of explorable/landable "city" zones

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