Game Discussions Star Citizen Discussion Thread v12

How the other half live:

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Even the backer think it's madness to spend that on ships :)

Edit: Ok, they're talking Australia - so more like 100-250 GBP or 120-320 USD - not quite that much
"I know there has been some other stuff in there but my payday hasn't lined up with the dates."

That's terrifying, dude immediately spends whatever he has and has no savings. If you're living paycheck to paycheck maybe virtual spaceships aren't something that should be in the budget.
 
Just sneaking in a quick reply re: SC interiors.

I personally think Helion had far better and far more functional ship interiors, shame the game didn't really survive very long as it was a rare gem imho, not just very sci-fi but also with very correct physics. It held my attention for a good while even if it was a bit brutal trying to survive with limited resources, plenty of multiplayer shenanigans to be had too with entire bases being set up or raided for parts.

Also, the more old school style "Angels fall first" has (or 'had' as I have no idea if it's even still a thing) not only functional capital ship interiors where you could man guns, do engineering/piloting and such, but enemy bots/other players could also board you using pods that blew holes into the cap ship and run in to cause chaos, repelling them was good fun. Might have been a bit more of an arena/small map style of game, but it ticked a lot of those "never done before" features. Pretty sure AFF was also around the early access scene long before SC even began it's kickstarter.
 
How the other half live:

View attachment 364850


Even the backer think it's madness to spend that on ships :)

Edit: Ok, they're talking Australia - so more like 100-250 GBP or 120-320 USD - not quite that much

That's exactly the kind of person that CI(not g) wants as a customer, someone who's not really thinking about their future or saving up for later life or family stuff. Just a quick nudge with some carefully crafted videos and a "SC early access, Pay for free Now!" banner and bingo, one more regular donator.

It's all quite silly and also very sad tbh.
 
Ooohhhh....

I worked on starcitizen as a tester, im well out of my NDA so happy to tell all. Frankly, Chris Roberts doesnt care about you or making a good game, he has a 'vision' and hes sticking to it, he would come down every friday, make crazy demands and then disappear, if you told him to pick 1 thing to focus on he would just say 'no i want everything' but had no real hand in the design process, the people at that company are working very hard and should be praised for making as much as they have under this terrible management.

Brings up a very interesting point. NDAs usually have an expiry date, like "can't talk about the project for 5 years after leaving the company".

SC has been in development so long NDAs must be expiring! :D
 
Still on track to clear 600 million dollars of funding (according to the tracker) before people start playing Starfield :)

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Although the drop in daily funding is drawing it out a little.
 
Might have been a bit more of an arena/small map style of game, but it ticked a lot of those "never done before" features. Pretty sure AFF was also around the early access scene long before SC even began it's kickstarter.

Unreal Tournament (yes the first one) had a level set in a space ship, with interiors and fancy space flight background, but in the end it was just a level, not a ship or anything like it, just a level in a tournament style MP game, generally when ship interiors is mentioned here it means ship interiors in a pilotable ship with 6 degrees of movement. The fact is game levels that look like space ships aren't rare or hard to do, it's the proper ships with interiors that some devs think are so easy but end tripping them all up.
 
(...)in the end it was just a level, not a ship or anything like it, just a level in a tournament style MP game
It seems you miss the fact that SC ships are exactly that, too. They "cheat" CE by doing "moving maps". SC ships are "just a level" if you prefer. This creates a lot of issues (mainly at the junction between maps) and limitations (transforming ships like Hull C+ need to be split in 2 or 3 synchronized maps).
It also explains the nonsense physics as the ship map has its own coordinate system...
 
It seems you miss the fact that SC ships are exactly that, too. They "cheat" CE by doing "moving maps". SC ships are "just a level" if you prefer. This creates a lot of issues (mainly at the junction between maps) and limitations (transforming ships like Hull C+ need to be split in 2 or 3 synchronized maps).
It also explains the nonsense physics as the ship map has its own coordinate system...
You just explain how any game proposing a specific gravity in enclosed space while being in a larger space with another gravity could do it. There is not hundred ways to do it...
 
I feel that this tells me quite a lot about why players play SC, genuinely. I don't get it - like I don't really get NMS - but each to his/her own. For me this game you describe just isn't all that interesting.

Even if it did work. :sneaky:

I kind of get it.

Games like Subnautica, Space Engineer, Empyrion Galactic Survival, and so on have a charm on their own. But that type of gameplay isn't unique to Star Citizen, and they all work much better than SC does, even when they were in early access.
 
You just explain how any game proposing a specific gravity in enclosed space while being in a larger space with another gravity could do it. There is not hundred ways to do it...
My eyes hurt at what i'm reading. Sorry mate this is complete nonsense. Einstein just did a backflip in his grave.

If you are trying to talk about micro gravity: for starters, SC aint it. At all, not even close. A lot of games actually implemented zero G movement in a realistic manner, I mentioned Prey, but there was that 6DoF fps shooter happening around a space station too, that VR game where you have to escape one, etc. too many to list (and I wont bother trying and remember the names as you certainly do not care). If you also want ships interiors and piloting them, a lot of games in the vein of Space Engineers (there are 3 or 4 at least in the same genre) will have that. Oh and X series, Spacebourne 2, deltaV rings of Saturn, hell I could try and browse my Steam game history.. Do some of these break physics as much as SC ? maybe, many of them are a lot better at that though. Oh and Hellion too, even though it was never finished, did physics the right way (again, SC is not finished either..). KSP with mods, again, do it all. (edit) Warhead on Amiga, yes a 1989 game, had better physics than SC.

SC is nothing special there. The choice of implementation done by CiG is out of necessity using CryEngine with its inherent limitations (small map size !), it was never about going for newtonian physics (as the current game has none of that, ships or player characters) but for arcade 6DoF shoot em up.
 
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My eyes hurt at what i'm reading. Sorry mate this is complete nonsense. Einstein just did a backflip in his grave.

If you are trying to talk about micro gravity: for starters, SC aint it. At all, not even close. A lot of games actually implemented zero G movement in a realistic manner, I mentioned Prey, but there was that 6DoF fps shooter happening around a space station too, that VR game where you have to escape one, etc. too many to list (and I wont bother trying and remember the names as you certainly do not care). If you also want ships interiors and piloting them, a lot of games in the vein of Space Engineers (there are 3 or 4 at least in the same genre) will have that. Oh and X series, Spacebourne 2, deltaV rings of Saturn, hell I could try and browse my Steam game history.. Do some of these break physics as much as SC ? maybe, many of them are a lot better at that though. Oh and Hellion too, even though it was never finished, did physics the right way (again, SC is not finished either..). KSP with mods, again, do it all. (edit) Warhead on Amiga, yes a 1989 game, had better physics than SC.

SC is nothing special there. The choice of implementation done by CiG is out of necessity using CryEngine with its inherent limitations (small map size !), it was never about going for newtonian physics (as the current game has none of that, ships or player characters) but for arcade 6DoF shoot em up.
You've missed the subject. I talk about nested 'technical spaces' with different 'gravity' (aka vectors are different between the child and parent spaces).
Prey as separate spaces, not nested ones. You switch from one space with gravity to another one without gravity using a standard hub where the game change vectors and other stuff with a loading screen. These spaces are not nested, the hub is not dynamic and don't allow each space to communicate (you can't throw an object from the first space to the second). It's the simple way to do it, the engine don't have to manage the change on the fly like SC need to do. In SC you can have whenever and wherever you want a gravity vector toward x, one step further a null vector for gravity and the next one a vector toward y (when you quit a ship for another one in space). And in this case, the x and y vectors are enclosed in 'spaces' inside the 'space' that had a null vector, they are nested.
 
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