Game Discussions Star Citizen Discussion Thread v12

Just thought I would post this here as an interesting comparison to the planetary landings and taking off in four games, ED, NMS, SF and SC.

To be honest, while SC does have the most realistic approach and landing and exiting the ship process, the fact that it takes up the entire half of the video is rather telling, that would get old rather quickly, I might enjoy doing the entire process a couple of times, but after 50 or so planets, easy to do when you are an explorer and bio hunter like me, I would be desperately looking for the blue circle exit button. More likely I would avoid landing on most planets except the most interesting ones. I could imaging bio hunting even being the least it attractive if I had to do that every time I hopped in the ship to move 1000m to get to my next sample.

SF has the least realistic and interesting landing and takeoff and the really annoying thing is, I wouldn't mind auto take off and landing that much, if I could just watch it from the pilots seat, but no, they have to put a cut scene in from the outside that basically ruins the entire thing, it has no desirable attributes at all. But it is an RPG so I don't hold that against them, the action is meant to be on the ground and not in space.

NMS was ok, I could live with that, the quick exit from the ship was nice in comparison to SC, but the survival aspects of the game make it a no for me.

ED in comparison to all three makes the best compromise between realism and utility and it demonstrates starkly why SC's main claim to fame, realism and ship interiors is not the great and attractive feature that will win over millions, and why FDEV is possibly right in being careful about introducing ship interiors to ED, I know 99% of the time when landing on a planet I will take the quick blue circle exit over walking out. In a game like ED the SC ship exiting process would be disastrous, and FDEV spending a lot of time and money on that feature may indeed not make sense at the moment, despite the almost constant demands from people on the forum.

Mind you that's just my opinion, I am sure you will all have your own.

Source: https://www.youtube.com/watch?v=gg-suY2vkqE
 
Just thought I would post this here as an interesting comparison to the planetary landings and taking off in four games, ED, NMS, SF and SC.

To be honest, while SC does have the most realistic approach and landing and exiting the ship process, the fact that it takes up the entire half of the video is rather telling, that would get old rather quickly, I might enjoy doing the entire process a couple of times, but after 50 or so planets, easy to do when you are an explorer and bio hunter like me, I would be desperately looking for the blue circle exit button. More likely I would avoid landing on most planets except the most interesting ones. I could imaging bio hunting even being the least it attractive if I had to do that every time I hopped in the ship to move 1000m to get to my next sample.

SF has the least realistic and interesting landing and takeoff and the really annoying thing is, I wouldn't mind auto take off and landing that much, if I could just watch it from the pilots seat, but no, they have to put a cut scene in from the outside that basically ruins the entire thing, it has no desirable attributes at all. But it is an RPG so I don't hold that against them, the action is meant to be on the ground and not in space.

NMS was ok, I could live with that, the quick exit from the ship was nice in comparison to SC, but the survival aspects of the game make it a no for me.

ED in comparison to all three makes the best compromise between realism and utility and it demonstrates starkly why SC's main claim to fame, realism and ship interiors is not the great and attractive feature that will win over millions, and why FDEV is possibly right in being careful about introducing ship interiors to ED, I know 99% of the time when landing on a planet I will take the quick blue circle exit over walking out. In a game like ED the SC ship exiting process would be disastrous, and FDEV spending a lot of time and money on that feature may indeed not make sense at the moment, despite the almost constant demands from people on the forum.

Mind you that's just my opinion, I am sure you will all have your own.

Source: https://www.youtube.com/watch?v=gg-suY2vkqE
Yet the only one of those to actually have a reason to interact with the interior of your ship is the RPG where space flight is almost reduced to being a mode of fast travel between systems. There are crafting stations, cargo inventory management and crew interaction (as well as interior and exterior customisation) that the others felt necessary to omit...or in the case of star citizen, being all form with absolutely zero function for the last 11 years :)
 
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Yet the only one of those to actually have a reason to interact with the interior of your ship is the RPG where space flight is almost reduced to being a mode of fast travel between systems. There are crafting stations, cargo inventory management and crew interaction (as well as interior and exterior customisation) that the others felt necessary to omit...or in the case of star citizen, being all form with absolutely zero function for the last 11 years :)

Yeah I know, that's interesting right? It's almost as if not having to worry about ships with 6 degrees of movement and massive random speed and direction changes that need to be taken into account for a separate interior entity makes it far easier to implement usable and interactable ship interiors. Who would have thought that! And everyone who wants ship interiors in ED says it's easy...........
 
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Ship interiors. Have any of you never flown on an actual airplane? How interactive and fun is that? If you are lucky, you get to look out of the window, or you get the chance to order a meal or a drink(s). Then a bit later you get to stand up and get rid of some of said drinks in the compartment not designed for the purpose at the rear of the plane. That's about as interactive as it gets. At least there are no forced animations/black screens for boarding and sitting down.
 
Ship interiors. Have any of you never flown on an actual airplane? How interactive and fun is that? If you are lucky, you get to look out of the window, or you get the chance to order a meal or a drink(s). Then a bit later you get to stand up and get rid of some of said drinks in the compartment not designed for the purpose at the rear of the plane. That's about as interactive as it gets. At least there are no forced animations/black screens for boarding and sitting down.
But the toilet gameplay is top-notch.
 
Ship interiors. Have any of you never flown on an actual airplane? How interactive and fun is that? If you are lucky, you get to look out of the window, or you get the chance to order a meal or a drink(s). Then a bit later you get to stand up and get rid of some of said drinks in the compartment not designed for the purpose at the rear of the plane. That's about as interactive as it gets. At least there are no forced animations/black screens for boarding and sitting down.
I usually spent my time in the back of planes sorting out my gear for jumping out of them and making sure none of it was going to fly off the second I fell out. For the civilian aeroplanes we occasionally used for sensitive insertions into strange places instead of lying in and amongst several hundred tons of military paraphernalia in the back of a freezing cold C130...we were stowed in the baggage compartment with the luggage...it's normally not pressurised or can be depressurised during flight, so we could HAHO jump out as the passengers sipped their in flight drinks and read the holiday brochures :)

Believe it or not, as much as I'm comfortable with the getting on, the taking off and flying in planes...I'm still terrified of being sat inside them when they're landing. Thousands of flights, barely a dozen landings :unsure:
 
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Ship interiors. Have any of you never flown on an actual airplane? How interactive and fun is that? If you are lucky, you get to look out of the window, or you get the chance to order a meal or a drink(s). Then a bit later you get to stand up and get rid of some of said drinks in the compartment not designed for the purpose at the rear of the plane. That's about as interactive as it gets. At least there are no forced animations/black screens for boarding and sitting down.
I think it would be more accurate to compare to a yacht. Piloting it, walking around it, toilet physics, bedsheets it all first. I've never been on a yacht however so I have no idea what fidelity would be like.

I usually spent my time in the back of planes sorting out my gear for jumping out of them and making sure none of it was going to fly off the second I fell out. For the civilian aeroplanes we occasionally used for sensitive insertions into strange places instead of military flights...we were stowed in the baggage compartment with the luggage...it's normally not pressurised or can be depressurised during flight, so we could HAHO jump out as the passengers sipped their in flight drinks and read the holiday brochures :)

Believe it or not, as much as I'm comfortable with the getting on, the taking off and flying in planes...I'm still terrified of being sat inside them when they're landing. Thousands of flights, barely a dozen landings :unsure:
And I thought you were a regular Para, now you're sounding more like those superduper secretive people who only ever go on training exercises and were never there.
 
I think it would be more accurate to compare to a yacht. Piloting it, walking around it, toilet physics, bedsheets it all first. I've never been on a yacht however so I have no idea what fidelity would be like.


And I thought you were a regular Para, now you're sounding more like those superduper secretive people who only ever go on training exercises and were never there.
I could tell you of course...but I'd have to kill you :D

No honestly, just a regular soldier doing the job I got paid for like the many hundreds of thousands of anonymous squaddies around the world...nothing at all special or unique about it. It just so happened that my particular insertion skill was just a tad more exciting than going to the same job in the back of a 4 ton truck 🤷‍♂️
 
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I could tell you of course...but I'd have to kill you :D

No honestly, just a regular soldier doing the job I got paid for like the many hundreds of thousands of anonymous squaddies around the world...nothing at all super soldier special about it. It just so happened that my particular insertion skill was just a tad more exciting than going to the same job in the back of a 4 ton truck 🤷‍♂️
This is exactly what a super-secret special operative would say.
 
Yet the only one of those to actually have a reason to interact with the interior of your ship is the RPG where space flight is almost reduced to being a mode of fast travel between systems. There are crafting stations, cargo inventory management and crew interaction (as well as interior and exterior customisation) that the others felt necessary to omit...or in the case of star citizen, being all form with absolutely zero function for the last 11 years :)
That's salt into my wounds. I just bought a Hoplite and it was supposed to have a workshop to craft but it didn't. But maybe I just didn't find it...
 
This is exactly what a super-secret special operative would say.
Meh, you know I couldn't possibly have been one of that Rayban wearing crowd anyway... since I haven't written an exciting novel about it in proper joined up writing :whistle:

Edit: And to Colin, who's an active forum member and has written about it (prolifically)...I enjoyed the books, mate... really :whistle: ...but we still need to have that beer we keep talking about, it's been a while :)
 
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