The Star Citizen Thread v 3.0

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Given that atmospheric take off and landing will purely be done by cut scene I doubt they ever will model it.
It's not a cut-scene, it's simply not letting you control the ship, so the landing is scripted, they don't need to worry about the flight mechanics on planets.

This is why at least not before launch they don't plan have planets where you actually explore and land in a more sandbox way, currently i understand in how the intensive hand-crafted areas on planets can't let you navigate freely on the planet. They already did on Arccorp a lot of modeling work just because of the FOV, the feeling it must pass of the "big city" when you approach it while landing from adobe.
It's pretty much a loading, the game is constantly streaming the content for you, but to avoid any loading screen the landing lets you still walk around inside your ship and do things (as seen before).
 
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*Mod hat off

While having multiple registered companies is not unusual, what is far from being a given is that having all those separate locations is paying out for CIG.

Having so many different studios in different locations represents an enormous challenge organization-wise and project management wise that many companies with similar set ups struggle with every day. And all other things being equal it has a significantly higher risk of poorer delivery than an organization concentrated in the same location.

Some of the positives for CIG include the access to talent wherever it is, but it also has plenty of negatives that can easily erode the advantages. The fact that CIG had to issue a company wide notification for a re organization plan in this regard suggests that the negatives were starting to be quite significant.

Either way there is no way for us to tell for sure.

Having managed teams in Kansas City, London, Bangkok and Hyderbad simultaneously, I can attest that it is a major challenge. My case is just a handful of devs and QAs in each location, I can't begin to imagine the headache of entire studios. You are right about the talent ...being able to have people working around the clock on the same project can get things done quickly. The trick is having them all work towards the same shared goal which can be difficult to articulate over the phone at 1AM. So it comes down to the quality of the PMs they have working in HQ. How well do they understand what is to be delivered and are they talented at relaying and managing that goal to other teams?

Heck, it would take time just for their PMs just to get good at that before production really starts chugging along.
 
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Mu77ley

Volunteer Moderator
It's not a cut-scene, it's simply not letting you control the ship, so the landing is scripted, they don't need to worry about the flight mechanics on planets.

Which is otherwise known as a cut-scene. It may be an interactive cut-scene, but it's still a cut-scene.
 
It's not a cut-scene, it's simply not letting you control the ship, so the landing is scripted, they don't need to worry about the flight mechanics on planets.

This is why at least not before launch they don't plan have planets where you actually explore and land in a more sandbox way, currently i understand in how the intensive hand-crafted areas on planets can't let you navigate freely on the planet. They already did on Arccorp a lot of modeling work just because of the FOV, the feeling it must pass of the "big city" when you approach it while landing from adobe.
It's pretty much a loading, the game is constantly streaming the content for you, but to avoid any loading screen the landing lets you still walk around inside your ship and do things (as seen before).

@3:32 cutscene landing

[video=youtube;TK2XG_raxJk]https://www.youtube.com/watch?v=TK2XG_raxJk[/video]
 
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Having managed teams in Kansas City, London, Bangkok and Hyderbad simultaneously, I can attest that it is a major challenge. My case is just a handful of devs and QAs in each location, I can't begin to imagine the headache of entire studios. You are right about the talent ...being able to have people working around the clock on the same project can get things done quickly. The trick is having them all work towards the same shared goal which can be difficult to articulate over the phone at 1AM. So it comes down to the quality of the PMs they have working in HQ. How well do they understand what is to be delivered and are they talented at relaying and managing that goal to other teams?

Heck, it would take time just for their PMs just to get good at that before production really starts chugging along.

Not forgetting the fact it's a new set up, staff don't know each other and the game has no previous iteration to fall back on. I made the point before that GTA5 had issues and Rockstar have loads of experience in development across multiple studios all with bags of in-house experience.

If they'd have stuck to the initial briefand aimed for a llimited but solid base, it's my guess we might not be having these conversations.
 
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Yeah that's what i was referring to, on a multicrew ship with several players inside that's where you can still do things. The actual video part of the landing (and entering atmosphere) where it simply renders your ship from the outside, that i'm unsure if it will be forced upon everybody or only a pilot thing, it feels it was shown this way because the purpose of the demo itself... The thing that is known is that you loose ship navigation, being it automated but inside the ship you/your crew can still do your ship, this is, being able to leave the Captain Chair while the landing is happening.

For me i understand cut-scene when it actually takes you out of gameplay completely so you have to wait it to finish first, pretty much what Loading Screens do.
 
Yeah that's what i was referring to, on a multicrew ship with several players inside that's where you can still do things. The actual video part of the landing (and entering atmosphere) where it simply renders your ship from the outside, that i'm unsure if it will be forced upon everybody or only a pilot thing, it feels it was shown this way because the purpose of the demo itself... The thing that is known is that you loose ship navigation, being it automated but inside the ship you/your crew can still do your ship, this is, being able to leave the Captain Chair while the landing is happening.

If that's where the loading takes part then I'm pretty sure all the players will need to load the assets and not just the pilot :p


For me i understand cut-scene when it actually takes you out of gameplay completely so you have to wait it to finish first, pretty much what Loading Screens do.

Loading screens have evolved. They're still loading "screens" though.
 
If that's where the loading takes part then I'm pretty sure all the players will need to load the assets and not just the pilot :p




Loading screens have evolved. They're still loading "screens" though.

That seems more for the pilot because it's the pilot who needs to see the ship transacting, entering the atmosphere and the final landing pretty much, so those are not necessary at all for the rest of the crew, unless they are really are gameplay "breaking" in terms of loading assets and not for the "cool looks" of it. The first entrance seconds is really a video with the ship rendered, but the rest of the descent is you inside the ship, that's why i'm wondering.

Yup we can't deny games do need to load assets, depending of how intensive they are, some games can do a smooth transaction, others need to stop the game for loadings. On the case of SC i don't think this is much because of loadings when they limit the landings, i would poke around the way the whole areas are hand-crafted doesn't fit well with players with full control of their ships while on the planet area, as well with landing.

We're not yet on the technology capable to generate a 1:1 scale Planet Earth that you can explore fully :D
We can however, use PG to generate a 1:1 Planet, the trap is always on the content / detail.
 
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On the case of SC i don't think this is much because of loadings when they limit the landings, i would poke around the way the whole areas are hand-crafted doesn't fit well with players with full control of their ships while on the planet area, as well with landing.

I don't understand what you're trying to say.
 
About why the existent limitation on entering / land on planetary areas exists.*

Yeah and you said something about SC not doing it because it needs to load content but because it's areas are handcrafted so they won't allow them full control of their ships or something?
It doesn't make sense.
 
Yeah and you said something about SC not doing it because it needs to load content but because it's areas are handcrafted so they won't allow them full control of their ships or something?
It doesn't make sense.
It's not like it's not possible to still load the planet and let the players control their ships and land them. The game needs to load it, but the current way they are working with this makes it so the game controls and lands the ship a better option to allow the loading and avoid the problem of let players freely control their ships and manually land them, on a limited "map" area, that when you see how Arccorp is setup, it wouldn't work out that well.

This has to have some dynamic to it because how every X ship is supposed to get a landing pad assigned to it, and far said, you can see the other players and ships on their own landing pads (pretty much the SC Alpha 2.0 on pads demo but its own planet version), it can't be a "fixed cutscene" that all players get when landing, the demo shows the idea behind it, but we will only see it in action when they get to implement that on the game.
 
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Given that atmospheric take off and landing will purely be done by cut scene I doubt they ever will model it.
Not exactly. They are working on procedural planet surface generation and there are exploration plans for the players, just look at the setup for the Carrack. I just think it's going to be post release rather than pre-release. Either way Atmospheric flight is going to be possible (just look at the racing already in arena commander) and knowing the dev's it'll likely be modelled relatively accurately (with estimated gravity based of mass etc...).
 
It's not a cut-scene, it's simply not letting you control the ship, so the landing is scripted, they don't need to worry about the flight mechanics on planets.

This is why at least not before launch they don't plan have planets where you actually explore and land in a more sandbox way, currently i understand in how the intensive hand-crafted areas on planets can't let you navigate freely on the planet. They already did on Arccorp a lot of modeling work just because of the FOV, the feeling it must pass of the "big city" when you approach it while landing from adobe.
It's pretty much a loading, the game is constantly streaming the content for you, but to avoid any loading screen the landing lets you still walk around inside your ship and do things (as seen before).

If the player not flying the ship their no point in waiting programmer time modeling it.
 
The cost? What cost? They're actually saving money, i searched a bit (also did open this discussion on Reddit about), this is not uncommon practice on companies with studios spread across the world. Pretty much Tax Benefits / Credits, Notice how Foundry 42 UK has by far the most employees and a large majority of the work takes place there? They can claim back about 25% of taxable expenses of development in the UK.

The game have to be certified as culturally British to get that tax relief. Now you can argue what is and isn't culturally British with the tax man but there has to be something there for your accountant and legal team and from what I hear for the tax man to work with, they been told to play nice.
Essentially they aren't being to picky from what I hear. Frontier for example might get away with using tea to cure a disease for example could be a bases on which they apply for tax relief under the scheme. So far nothing I seen even gives a hint of anything promoting British culture in SC so they wouldn't qualify for this.

They may be hiding somethings in their single player game a cutscene that have pilots singing some old british sailor song, a scene about the British dominating the oceans, giving ships famous British names, that may well allow them to claim back some taxable expenses back.
 
They may be hiding somethings in their single player game a cutscene that have pilots singing some old british sailor song, a scene about the British dominating the oceans, giving ships famous British names, that may well allow them to claim back some taxable expenses back.

Very possible, but from what one of their devs has recently posted - they must know they can't hide certain things from HMRC, surely?
 
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The game have to be certified as culturally British to get that tax relief. Now you can argue what is and isn't culturally British with the tax man but there has to be something there for your accountant and legal team and from what I hear for the tax man to work with, they been told to play nice.
Essentially they aren't being to picky from what I hear. Frontier for example might get away with using tea to cure a disease for example could be a bases on which they apply for tax relief under the scheme. So far nothing I seen even gives a hint of anything promoting British culture in SC so they wouldn't qualify for this.

They may be hiding somethings in their single player game a cutscene that have pilots singing some old british sailor song, a scene about the British dominating the oceans, giving ships famous British names, that may well allow them to claim back some taxable expenses back.

UK is CIG's biggest office, registered as his own company as well. Maybe the benefits come from the actual works on Squadron 42, after all they are employing 130 people there.
 
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