The Star Citizen Thread v 3.0

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Maybe for bigger ships. The ships we have right now in AC have not really changed since 1.0.

It's getting late now for a major change in the flight model. Mouse players would start a riot.

I don't necessarily see why mouse players would riot over changes to the flight model. You can change the flight model without changing the control setup (and vice versa of course), they are two separate things, although both of them together help make up the flight experience as a whole (along with other elements).

Any way I believe CIG has already said that maneuvering thruster values are going to change in the future (which is of course another element, separate from flight model and controller setup, which affects the flight experience).
 
Anyone thinking the FPS is coming before October is really kidding themselves.

And when it does come, thinking it will be as fun and open as something like the lush jungles of Far Cry 4 or the open air of ARMA ....

Ahhhh no way. It's going to be a dark, dreary, drab corridor shooter.
 
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Anyone thinking the FPS is coming before October is really kidding themselves.

And when it does come, thinking it will be as fun and open as something like the lush jungles of Far Cry 4 or the open air of ARMA ....

Ahhhh no way. It's going to be a dark, dreary, drab corridor shooter.

I don't think anyone is expecting anything like the levels in Far Cry 4 or ARMA, at least not for a long time.
 
I don't think anyone is expecting anything like the levels in Far Cry 4 or ARMA, at least not for a long time.

Jepp. I can only speak for myself, so I am really just expecting a simple 5on5/6on6 game with probably a few rounds per map. Last man standing. With some tactical gameplay elements in it. So probably something like CSGO bomb maps/COD Search and Destroy type of game. Will most likely also be buggy as hell at first.
 
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Some news on dogfighting gameplay:
MS – The biggest thing recently has been the physically based damage system, and everything that encompases. When we get this set up, it’s going to be a big sweeping balance pass across the games. If we’re changing weapons, we have to change ship health. If we’re doing that we have to change shields, power, coolers, we have to update everything to bring in line, but it’s also such a huge sweeping change that we really start to get time to kill numbers, which are a bit low right now, we can start getting those up to a better place in this one big pass, so it’s really just exciting for how it’s going to help shape the game in the coming months.

JP – So, you change one variable, it creates this cascading effect, does that mean you have to involve other people in the process?

MS – Not, well, for what we’re doing at this point, it’s definitely a big cascade thing, but the other big goal is to build it up so in the future, once this is out, it won’t be that much of a ripple, we’ll be able to change things a bit more compartmentalized than having to do this big broad sweep.

JP – trying to do some of the heavy lifting up front so you can do the lighter load later.

MS – Exactly.

JP – You’re also one of the people we go to when we have a balance update, or a balance question. Do you want to go into where you see the game at now and where you’re trying to get it to?

MS – Absolutely. Right now we’re a little too fast. Two seconds on a target, and you can just bring them down just tons of missiles, you can bring someone down a bit fast, so we definitely need to grow that time. Ideally somewhere in a 15-20 second range, maybe a little more. It shouldn’t be a minutes long fight on a 1v1, but it shouldn’t be a blink and you’re dead moment either. It should be something where, you need some time on the target, and you really get to feel like you’re maneuvering well, you’re targetting well, to keep your weapons on that target, as opposed to the just killed them instantly. So, that’s going to be one of the biggest things the new damage update’s going to bring, is going to stretch that time out a bit more and make it feel weighty.

JP – When you think about balance, is it this long process you have in your head of incremental changes that are happening almost constantly, or is it big chunks of changes? Like, we’ll do a lot of things on this day, then this day, or is it kinda…

MS – So, the goal is to be incremental. Right now, especially the system we have to do a big chunk where, the best way to describe balance is a pendulum. You pull it back, so right now we’re pulling the ball back and getting ready to let it go. Even once we release it, it’s going to be swinging back and forth until it settles down into that nice middle ground. It’ll never settle down, it’ll never come to a stop, but the range, and how far off that balance is is going to get dialed in more and more as the project goes on.

JP – Thank you so much for coming on man, thank you for taking the time to come down here and talk to the backers, and, well, back to you guys!
 

Groel

Banned
[Leaked] FPS Gadgets
[video=youtube;dNBSeb_215A]https://www.youtube.com/watch?v=dNBSeb_215A[/video]

Customs Scan
[video=youtube;1GCk3gDn8lg]https://www.youtube.com/watch?v=1GCk3gDn8lg[/video]
 
Some news on dogfighting gameplay

MS – The biggest thing recently has been the physically based damage system, and everything that encompases. When we get this set up, it’s going to be a big sweeping balance pass across the games. If we’re changing weapons, we have to change ship health. If we’re doing that we have to change shields, power, coolers, we have to update everything to bring in line, but it’s also such a huge sweeping change that we really start to get time to kill numbers, which are a bit low right now, we can start getting those up to a better place in this one big pass, so it’s really just exciting for how it’s going to help shape the game in the coming months.

JP – So, you change one variable, it creates this cascading effect, does that mean you have to involve other people in the process?

MS – Not, well, for what we’re doing at this point, it’s definitely a big cascade thing, but the other big goal is to build it up so in the future, once this is out, it won’t be that much of a ripple, we’ll be able to change things a bit more compartmentalized than having to do this big broad sweep.

JP – trying to do some of the heavy lifting up front so you can do the lighter load later.

MS – Exactly.

JP – You’re also one of the people we go to when we have a balance update, or a balance question. Do you want to go into where you see the game at now and where you’re trying to get it to?

MS – Absolutely. Right now we’re a little too fast. Two seconds on a target, and you can just bring them down just tons of missiles, you can bring someone down a bit fast, so we definitely need to grow that time. Ideally somewhere in a 15-20 second range, maybe a little more. It shouldn’t be a minutes long fight on a 1v1, but it shouldn’t be a blink and you’re dead moment either. It should be something where, you need some time on the target, and you really get to feel like you’re maneuvering well, you’re targetting well, to keep your weapons on that target, as opposed to the just killed them instantly. So, that’s going to be one of the biggest things the new damage update’s going to bring, is going to stretch that time out a bit more and make it feel weighty.

JP – When you think about balance, is it this long process you have in your head of incremental changes that are happening almost constantly, or is it big chunks of changes? Like, we’ll do a lot of things on this day, then this day, or is it kinda…

MS – So, the goal is to be incremental. Right now, especially the system we have to do a big chunk where, the best way to describe balance is a pendulum. You pull it back, so right now we’re pulling the ball back and getting ready to let it go. Even once we release it, it’s going to be swinging back and forth until it settles down into that nice middle ground. It’ll never settle down, it’ll never come to a stop, but the range, and how far off that balance is is going to get dialed in more and more as the project goes on.

JP – Thank you so much for coming on man, thank you for taking the time to come down here and talk to the backers, and, well, back to you guys!:


yup longer TTK is needed, but I also cant wait to see stickers being made even more useless....:(
 
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That's no Star Citizen developer. And it's not funny either. Just someone who thinks he's funny by putting sick text on a random video.

Well, I think everybody knows that person is not a Star Citizen developer (the video in question has been used a lot over the last few months). My post was a humorous reply to Zetta since I knew that the video in question was satire. I am sorry you misunderstood my post, but I did not mean it in a serious manner. The video was actually posted on the SC reddit a few days ago, where I found it upvoted to the top under "SATIRE". So I was pretty sure that everybody that was active there knew about that video.

Edit:

Here's the post:

https://www.reddit.com/r/starcitizen/comments/38ccnu/satire_shocking_interview_with_star_citizen/

A mod hid it after a bit due to a rule (not sure which), that action prompted someone to make this: (Which also has tons of upvotes)

https://www.reddit.com/r/starcitize..._cant_i_see_this_in_the_main_page_now_satire/
 
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My post was a humorous reply to Zetta since I knew that the video in question was satire. I am sorry you misunderstood my post, but I did not mean it in a serious manner.
Oh, no offence meant to you. I know it was meant as satire but it's not funny satire IMO. Bad satire, only meant to further make fun of CIG. People will go -- "Hahaha, that was funny. Even if it was only satire I think that guy who made the video text has a few good points." A feather will soon be five hens. So it's destructive, and is meant to be a series of blows under the belt. That is why I don't like this kind of "satire".

The video was actually posted on the SC reddit a few days ago, where I found it upvoted to the top under "SATIRE". So I was pretty sure that everybody that was active there knew about that video.
I'm not on Reddit and will never have an account there.
 
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Harrison Ford has something to say about aviation, and Star Citizen:

[video=youtube;EJfDSSz1LCU]https://www.youtube.com/watch?v=EJfDSSz1LCU[/video]
 
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