The Star Citizen Thread V10

regardless if its the "right" or "wrong" way to start (always distracting from the actual problem and making it the users fault) it demonstrates how bad SCs flight model currently is by resulting in absolutely unrealistic manouvers and failing to provide a sense of mass or acceleration.

"Those aint the problem dude, you are just doing it wrong!"


....yeah.....
To be more than fair to the commentary of eejits judging or adding their own tuppence after watching that video...I'd never take anything an FPS mouse/keyboard player told me about how a flight model should work ;)

The new flight model is way better than it has been previously in SC...but it's still entirely catered toward FPS players who insist on reading from google about thruster outputs whilst they're wiggling their rodents and dreaming about Ace Combat 7 type of realism. Being a long term flight sim and E-D player, I'm still surprised by the sheer amount of players in SC who are baffled when I mention flying using a HOTAS..."Oh I wanted to try one of them once but I couldn't work out the buttons."

I've mentioned before...but folks I've met in ship to ship PvP scenarios in SC are all mouse and keyboard lateral..circle strafing around in 2 dimensions and simply don't or can't understand 6 DoF flying. They don't understand how thrusters work for the most part since they're translating or trying to interpret FPS character movements into ships and are either uncontrollably side slipping with too much digital input through key presses instead of analogue control. Easy targets for anyone who's ever flown with a HOTAS or played E-D. There are very few virtual 'pilots' flying ships in SC...they are for the most part FPS players trying to control ships like they do their FPS characters... and I'm having lovely time making them explode :)

The only decent scrap I've had recently was from a long term E-D player flying with a HOTAS in SC... it was nice trying to shoot someone down who knew how to fly rather than complain that the ships feel funny.

As Auntie mentioned, the cockpits and HUDs in SC are completely full of either the wrong information, cluttered beyond belief or your peripheral vision is blocked by duplicate information on badly placed and mostly useless and unreadable MFD's or roofs on cockpits. Ci¬G know this and are having a serious look at improving it at some point judging by recent comments from the Ui team. We'll see.

Anyway, the flight model is better...more noticeable in the larger ships which nobody likes now...no turrets in space gameplay from them so everyone is flying around in the small fighters where that's almost still possible. Remember the first time you ever flew an Anaconda or a T9? Big ships feel very similar in SC now and wouldn't feel too strange to any E-D player...now if only Ci¬G would sort the bloody control sets out and ditch this kiddie FPS biased ship control set nonsense..we'd be laughing.

And Zaphod...the Gladius? I've shot a few hopeful Henry's down in my Starfarer Gemini, solo with no turret crews. Almost as good as my T10 combat-cow in E-D :)...But that EMP nonsense, Ci¬G need to ditch that crap and soon.
 
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We actually have combat loggers now.
I'm playing as a semi-lawful bounty hunter this patch, and I'm beginning to understand how gankers get a bad name.
Some guys will do anything to avoid a straight up fight.
And some just unabashedly exploit.
I had a couple EMP exploiters nail my Connie with a new build I was testing last night.
I had the last laugh when they found me again in my Gladius.

The thing I love doing most in that game is fighting alone against groups of players.
Oh well, it was bound to happen sooner or later.
 
We actually have combat loggers now.
Oh they are gonna HATE it when death of spaceman is one day, hopefully, maybe implemented.

Ok, 10 combat loggings and 3 deaths due to poor landings and shot in the face once after trying to steal a ship, you now have to create a descendant to take over your belongings...and all reputations towards factions drop 10-20% because they have no idea who the heck you are now.
 
Oh they are gonna HATE it when death of spaceman is one day, hopefully, maybe implemented.

Ok, 10 combat loggings and 3 deaths due to poor landings and shot in the face once after trying to steal a ship, you now have to create a descendant to take over your belongings...and all reputations towards factions drop 10-20% because they have no idea who the heck you are now.
Yeah, depending on how they implement it, it might get a lot of hate from the proles.
 
There has been a clear game plan by backers and CIG to hoodwink new players into funding further development,the main Youtubers have played a huge part in the propaganda and now with days to go before the Forbes article is released there’s a clear effort to give the impression of transparency to the actual state of the game.
This is all time stamped and after the fact and clearly an attempt to diminish any responsibility.
I’m expecting to see more of this over the next week.
 
When they can guarantee a stable game it would be ok to implement some anti Combat logging, however most games got all kinds of glitches and annoying as they are you can work around them, the problem is when you are playing serious MP sessions you need to be sure everyone is playing on the same playing field.

Let me give you an example, in IL2 TC we play every week some tank battles, Germans vs Russian tanks, we experience all kinds of glitches and bugs during gameplay, from invisible tanks to fully armored trees you can’t destroy! No need to add more to this equation.
 
Gameplay: Universe
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Info:
  • Huge fully explorable PVP/PVE multiplayer space within a solar system
  • 50 players per server
Planets:
  • Crusader (gas giant, not explorable)
  • Hurston (Earth-like, fully explorable)
  • Arccorp (think Coruscant, hot-spots explorable)
Space stations:
  • Port Olisar (fully explorable)
    • Shops: merchants, weapons, clothes, components
    • Player spawnpoint
    • Spawn ships
  • Grim-Hex (fully explorable)
    • Shops: merchants, weapons, clothes, components
    • Player spawnpoint
    • Spawn ships
  • Kareah (partially explorable)
    • Hack computer to lose your crime-stat
  • Covalex (partially explorable)
    • Short story driven mission
  • Comm arrays
    • Hack or repair missions
  • Small rest stops
    • Truck stop like space station
Not wanting to seem picky but if some areas are not explorable or are only partially explorable, how can the game be considered fully explorable?
 
Not wanting to seem picky but if some areas are not explorable or are only partially explorable, how can the game be considered fully explorable?
You can fully explore the huge universe, and since so many areas have been excluded, you don't have to grind like in those awful bad open-world games and can be completely done with it and cash in your 100% cheevo in a single afternoon!

Also, remember, this is the company that bragged about the size of their universe using a metric that meant that the game was smaller than a regular bathroom.
 
You can fully explore the huge universe, and since so many areas have been excluded, you don't have to grind like in those awful bad open-world games and can be completely done with it and cash in your 100% cheevo in a single afternoon!

Also, remember, this is the company that bragged about the size of their universe using a metric that meant that the game was smaller than a regular bathroom.
A low blow. Isnt about bath rooms - the underwater mechanic was intended for gameplay purposes. Like in NMS or as nod to Moray Starboat I guess.
 
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