The Star Citizen Thread v 4

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Cheers Zac. :)

Anyone try out the 2.1 ptu release? I dithered over it but xmas has been busy round here with family.

Hear the freelancer is a beast of beastly proportions. :)
 

Mu77ley

Volunteer Moderator
Anyone try out the 2.1 ptu release? I dithered over it but xmas has been busy round here with family.

I got an invite day one, but I really couldn't be bothered with the huge bandwidth hit.

Some more 2.0 footage from Scott Manley showing another "fly somewhere, push a couple of buttons" mission (with the usual smorgasbord of bugs and issues on display):

[video=youtube;C8D1V3Q0EQg]https://www.youtube.com/watch?v=C8D1V3Q0EQg[/video]

Really not sure this style of fully voice-acted mission is even remotely scalable for the persistent universe, they really don't have the money to create enough of them to keep people busy for very long.
 
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They might have if they really trim down on the expense. But yeah I'd imagine a text based system into a ships log would be much more efficient use of the money overall.
 
I got an invite day one, but I really couldn't be bothered with the huge bandwidth hit.

Some more 2.0 footage from Scott Manley showing another "fly somewhere, push a couple of buttons" mission (with the usual smorgasbord of bugs and issues on display):

https://www.youtube.com/watch?v=C8D1V3Q0EQg

Really not sure this style of fully voice-acted mission is even remotely scalable for the persistent universe, they really don't have the money to create enough of them to keep people busy for very long.

Until someone figures out how to create proper procedurally generate synthetic voices that don't sound robotic, text is the only option really.
 

Mu77ley

Volunteer Moderator
Until someone figures out how to create proper procedurally generate synthetic voices that don't sound robotic, text is the only option really.

Yes, which makes me think that the current missions ore more about testing stuff needed for Squadron 42.
 
Really not sure this style of fully voice-acted mission is even remotely scalable for the persistent universe, they really don't have the money to create enough of them to keep people busy for very long.

I don't see why it would be difficult. They have studio quality recording areas in their dev studios. And one of the main reasons Chris Roberts put a studio in LA was so that he could have easy access to talent. I can't imagine it would be very expensive to bring in some low level voice talent ever so often to keep things fresh.

Looking quickly online(quora, take it for what it's worth), it seems like it costs anywhere from $300/day for non-union voice actors and $920/day union. Bring in two or three and you could record enough stuff for over 100 missions in a day. The expensive part is studio rental, which they won't have to worry about.
 

Mu77ley

Volunteer Moderator
I don't see why it would be difficult. They have studio quality recording areas in their dev studios. And one of the main reasons Chris Roberts put a studio in LA was so that he could have easy access to talent. I can't imagine it would be very expensive to bring in some low level voice talent ever so often to keep things fresh.

Looking quickly online(quora, take it for what it's worth), it seems like it costs anywhere from $300/day for non-union voice actors and $920/day union. Bring in two or three and you could record enough stuff for over 100 missions in a day. The expensive part is studio rental, which they won't have to worry about.

It's down the the sheer quantity of voice recording required, along with the repetition that happens if you don't do enough (I saw a mud crab the other day). People will expect hundreds, if not thousands of unique "missions", which is just not possible to do in this way.
 
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It's worse than that.

With a large enough universe you cannot hand craft all the missions. There are too many stations to go to and too many things to do. It would take forever. What you have to do is have a mission generator.

So for example you might have something like <mission type> + <goods> + <destination> + <npc_name>.

With text it's easy enough to splice those together into readable sentences such

"We've got a serious problem at Moonbase Alpha. Please take these gravity generators and deliver them to Bob the Builder." (The italics wouldn't show up in the actual mission text. I just put those there to show the bits)

If you have a mission types, b locations and c goods and d people that's a * b * c * d possible sentences. There could be millions of such sentences generated quite easily if you stick to text. You can't do it with speech though.

Why can't you do it? The reason is the way humans speak. We run words together. That's why speech packages all sound like Davros with a speech impediment. The best that can be done is to put phrases together but you can always hear the joins.

Listen to the speaking clock sometime or a railway station platform announcement.

"The train standing at platform" pause <number> pause "is the " pause <number> pause <number> "for " pause <location>. The joins are quite audible.

With a scripted campaign it's a different matter. You have a fixed number of sentences prescribed by the plot. This is quite doable. Expensive but doable.

A good example is Freelancer. (The game, not the ship)

All the story missions are fully voiced, but the side missions aren't. They cheat. The guy gives a generic overview, maybe a comment about how hard it is and tells you to see the mission description text for details.
 
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I think it is a safe bet that missions are generally going to be text based with maybe special PU-story missions (if they even go that direction) could have voice instead of text.At the end of the day doing 100% voice for missions is a waste of time(even by CIG standards),since it is most common these days for people to play the game muted or simply ignore or skip that stuff anyways.
 
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Unskippable cinematic sequences, fully voiced missions and 15 second stand up/sit down animations.
FIDELITY IS MANDATORY CITIZEN! o7
 
Unskippable cinematic sequences, fully voiced missions and 15 second stand up/sit down animations.
FIDELITY IS MANDATORY CITIZEN! o7

lmao 15 second stand up/sit animations.........and the end result would be the character NOT sitting in the chair but hovering off the ground next too it.....



...crap getting SWG flashbacks now.......
 
I liked on the Letter of the Chairman about they to make a monthly release based on feature and overall progress rather than wait for X feature to be complete, to avoid a Star Marine dejavu:

Going forward we will be changing our patch release strategy to be less feature driven and more date driven. Our goal is to release a new update every month (so January’s would be SC Alpha 2.2). We have many features in development separate to the release stream, and the idea is that we assess which features are ready for prime time a few weeks out from the release and then greenlight them for inclusion in that month’s release. We would then have a good PTU test, make sure the features really are ready for primetime, fixing up the issues we see and in the case of a feature needing more work, we would pull it out of the release. Physicalized EVA is an example of this. After testing inPTU we felt we needed to do some more work in order to polish it for better usability in certain circumstances.
We feel like this strategy will be better for both development and the community at large. It will ensure constant updates and patches and a good flow of features. But as we’re not defining which features make a particular release, we won’t be in a situation like we were earlier this year where the delays on the FPS development in Star Citizen ended up blocking game updates for the community.

No more SM dejavus is good, monthly releases is better than no releases at all. :D
 
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Happy New 2016&Best wishes to the all Citizens&Elitist master race!!!
Off Topic...I been busy last week making it my first SF shooter&adventure video game so pls. guys gonna need your harsh&honest opinion about it...if you have a time pls.check the link below...THX
[video=youtube;skTeF3k0b3I]https://www.youtube.com/watch?v=skTeF3k0b3I[/video]
 
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