Game Discussions Star Citizen Discussion Thread v12

And milsims like DCS have modelled that for ages, but as far as space games go? It's still a stupid dogfight craze all around and 40km is sadly insanely big. Children of a Dead Earth is such an outlier it's not even funny.

That's the thing I don't get with modern space games, BVR combat doesn't exist. I get Elite went for the whole WW2 era in space combat dynamic, but if Star Citizen wants to do something different why not focus on realistic engagement ranges? You could have pretty bonkers battles at extremely long range as you both maneuver to get closer to each other. Using natural obstacles and current day techniques to defeat missile shots.

I'm flying the F-14 Tomcat in DCS at the moment that uses the Phoenix missile system with ranges up to 100nm (on paper, the actual ranges are more like 30-40nm).

But nope, it's just billion dollar space ships at 400 yards as always.
 
That's the thing I don't get with modern space games, BVR combat doesn't exist. I get Elite went for the whole WW2 era in space combat dynamic, but if Star Citizen wants to do something different why not focus on realistic engagement ranges? You could have pretty bonkers battles at extremely long range as you both maneuver to get closer to each other. Using natural obstacles and current day techniques to defeat missile shots.

I'm flying the F-14 Tomcat in DCS at the moment that uses the Phoenix missile system with ranges up to 100nm (on paper, the actual ranges are more like 30-40nm).

But nope, it's just billion dollar space ships at 400 yards as always.

BVR is the answer to the question of why modern space game do not feature it.

No visual spectacle.
 
ludicrous speeds

Obligatory

qZtMM4z.gif
 
What CI¬G have create is a plasma weapon that travels a minuscule distance at a speeds lower than current air-defence missiles except without any of the benefits of those missiles.


the shot starts at 4 seconds in the video and ends at 24 seconds in the video, so that’s approximately 2000m/s.
pretty close to the real thing if you ask me.
 
the shot starts at 4 seconds in the video and ends at 24 seconds in the video, so that’s approximately 2000m/s.
pretty close to the real thing if you ask me.
Since the real thing does 2500–3500m/s, no, it's not really close.
And even then, the benefit just isn't there compared to guided systems or just souped-up hypervelocity rounds for conventional guns.

Trebuchets are cool!
Now that you mention it, if CI¬G just scrapped this moribund derivative space opera and instead licensed Spelljammer, they might still have a chance of creating something interesting. Not new, obviously, because they're genetically incapable of anything like that, but interesting should still be achievable even with their level of competence.
 
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I only ever lurk on this thread for a laugh when there’s nothing else going on, but isn’t the whole point of a rail gun to accelerate projectiles to ludicrous speeds? Wouldn’t a ‘slow rail gun’ be like making a ‘slow turbo engine’ as in, pointless and laughable? Rail guns are a standard sci fi trope, why the need to change it nonsensically?

Re-engaging lurking now.
You clearly don't understand railgun development.
 
Question for those who play.

When watching streamers come in for a landing they invariably switch to third person to land after flying in first person.

Is the reason for this simply to show off the ship or is actually easier to land in third person?
since there is no interface to understand where the you are going to land, unflike ED, switching to third person is the only way to make a safe landing.
 
Got it. So they aren't just showing off the exterior, its sometimes useful and sometimes almost necessary.

They really need to work on their internal HUD then to make it easier.


They used to have a landing HUD. Seen here in this flashy gamescom vid:

Source: https://www.youtube.com/watch?v=3l-epO6oUHE&feature=youtu.be&t=226


Apparently in the game for a bit around 2.5

Any chance of landing visuals?

Not a map exactly, we always wanted to bring back the landing radar from 2.5?, which was a 3D radar for landing on pads. We’ve always wanted that back, and so I know the UI team was looking at redoing the radar in Building Block, and so that would be a good time to add it.

God knows what happened to it. A victim of the many HUD revamps perhaps?
 
With the orbital thingy, aren't we in the classical SC double topic of "it looks cool but it's also a misuse of language"?
And at the end of the day we all know how it will end: the thing will be broken and exploited with at best the griefed sent to jail because a fragment of his ship wreck will hit the griefer, at worst it'll kill the server that won't be able to cope out with the physics.
 
Some details on the idris railgun

Railgun shot to surface at short distance

Railgun shot to surface at long distance (40km) (first minute of the video).

Turbulence close to the shot

Scale of the railgun


Some details on the absurd series of bugs which allowed players access to the Idris ;)

Source: https://www.youtube.com/watch?v=7UdlkaD4Q1Y&t=30s
 
That's the thing I don't get with modern space games, BVR combat doesn't exist. I get Elite went for the whole WW2 era in space combat dynamic, but if Star Citizen wants to do something different why not focus on realistic engagement ranges? You could have pretty bonkers battles at extremely long range as you both maneuver to get closer to each other. Using natural obstacles and current day techniques to defeat missile shots.

I'm flying the F-14 Tomcat in DCS at the moment that uses the Phoenix missile system with ranges up to 100nm (on paper, the actual ranges are more like 30-40nm).

But nope, it's just billion dollar space ships at 400 yards as always.
BVR isn't action-oriented. I guess the assumption is that BVR is just for simmers and doesn't appeal to broad audience.
However, resolving contacts, cleaning jamming might be proper jobs for a operator like Tomcat RIO for multicrew purposes.
I think BVR is fine because it adds another dimension to it. It's probably harder to balance when everything else carries lower range armaments.

With the obstacles is kind of a problematic thing in space where most of it is just empty.
 
With the orbital thingy, aren't we in the classical SC double topic of "it looks cool but it's also a misuse of language"?

I don't know, their planets are tiny, and the atmosphere, I presume, similarly downscaled so 40km would likely be clear of it. Any "shooting from beyond atmosphere" qualifies as "orbital bombardment" as far as I'm concerned. It doesn't have to be geostationary orbit altitude.
 
They used to have a landing HUD. Seen here in this flashy gamescom vid:

Source: https://www.youtube.com/watch?v=3l-epO6oUHE&feature=youtu.be&t=226


Apparently in the game for a bit around 2.5



God knows what happened to it. A victim of the many HUD revamps perhaps?
I think Ci¬G tried to make the landing radar go up a ramp and the wheels fell off...but seriously, it vanished when the idiot Roberts decided that space wrist watches were way cooler than proper ship HUDS.
 
BVR is the answer to the question of why modern space game do not feature it.

No visual spectacle.
BVR is just the initial phase usually unless you catch the other party with their pants down, they'll use counter measures and/or masking to get close. It's got the double benefit of pacing down combat to give time for multicrew to be of any use...

Any "shooting from beyond atmosphere" qualifies as "orbital bombardment" as far as I'm concerned. It doesn't have to be geostationary orbit altitude.
Also a killsat in GEO would be the stupidest, most useless thing ever :D (ok i concede there are stupid enough people in power to do that, maybe)
 
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