The Star Citizen Thread V2.0

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You can already move seamlessly between instances in ED (not using supercruise) if they are close enough, actually we could even do that back in Alpha 2. That includes dynamically connecting to players in that area...

Under what circumstances does this happen exactly? I haven't been able to get into the same instance as friends in ED yet so I haven't had the chance to find out. There is no gameplay mechanic in which you would ever need to travel any distance further than 20km in real space presently, the whole game is a series of jumps between instances.
 
You can already move seamlessly between instances in ED (not using supercruise) if they are close enough, actually we could even do that back in Alpha 2. That includes dynamically connecting to players in that area...

Under what circumstances does this happen exactly? I haven't been able to get into the same instance as friends in ED yet so I haven't had the chance to find out. There is no gameplay mechanic in which you would ever need to travel any distance further than 20km in real space presently, the whole game is a series of jumps between instances.

Off- topic - I can say I've travelled more than 20k several times without a jump/loading screen to rendezvous with a friend - they just appear on the scanner when near enough.

On-topic - just had another look at the Constellation commercial and they still seem to be showing a bank and turn flight model as opposed to what we appear to have.
 
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You can already move seamlessly between instances in ED (not using supercruise) if they are close enough, actually we could even do that back in Alpha 2. That includes dynamically connecting to players in that area...

Under what circumstances does this happen exactly? I haven't been able to get into the same instance as friends in ED yet so I haven't had the chance to find out. There is no gameplay mechanic in which you would ever need to travel any distance further than 20km in real space presently, the whole game is a series of jumps between instances.

Exit supercruise outside the 1000km bubble and you will be able to fly in towards the station and still see it appear, including other players. Presently this isn't used much, but the point was if it was possible and it is.

Even back in Alpha 2 there where two areas/scenarios (instances) that you could choose to play from a menu at that time. Some players soon realized that these two where actually positioned "close" to one another and if you started flying away from your the scenario towards the other one you would eventually reach it after roughly 20 minutes of boosting. People even manage to meet up in the middle between these locations...

People often misunderstand the instances in ED as a physical location inside the star system when in reality it isn't. An instance is simply who you are currently connected too in a bubble around your ship. The solar system itself is one seamless playarea. The server keeps a rough location on where every player currently is and if your "bubble" intersects with another players "bubble" it will try to match you together. It's just no practical to move between locations in a true to scale world at the speed of 500 m/s which is why we have supercruise.

There is presently no real "need" for this kind of functionality, as you pointed out yourself, but when planetary landings comes later (and they will come) this will change. When that happens someone in a spaceship will be able to seamlessly travel down towards the surface of a planet and if another player happens to be in the area where they land their "bubbles" will once again intersect and establish an instance between the two so the can interact. All the server cares about is your location...if that location happens to be in space or down on a planet doesn't matter.

SC on the other hand will have a much harder time making this work since the landing zones in SC doesn't actually exists in the space "level". It will simply be a selection you make of where you want to land which then is followed by some sort of interactive cutscene while the ground level loads up in the background. Similar how hyperspace is used in ED to load/generate the next system...
 
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Off- topic - but I can say say I've travelled more the 20k several times without a jump/loading screen to rendevous with a friend - they just appear on the scanner when near enough.

On-topic - just had another look at the Constellation commercial and they still seem to be showing a bank and turn flight model as opposed to what we appear to have.

I got the game to do banking by accident. I tried overriding the default config for my Warthog (swap pitch for yaw), ended up with a combo of the two when pushing the x-axis on the stick, this gave a response virtually identical to older games like X-Wing and Tie Fighter (roll & yaw at the same time) - cool! - problem was that is was far too fast and uncontrollable.
 
I got the game to do banking by accident. I tried overriding the default config for my Warthog (swap pitch for yaw), ended up with a combo of the two when pushing the x-axis on the stick, this gave a response virtually identical to older games like X-Wing and Tie Fighter (roll & yaw at the same time) - cool! - problem was that is was far too fast and uncontrollable.

Automatic banking at higher speed for yaw input is in the game for some time now by default (similar to X-Wing or Freespace).

Its kind of cringe worthy seeing people still arguing with out adressing that.
 
Exit supercruise outside the 1000km bubble and you will be able to fly in towards the station and still see it appear, including other players. Presently this isn't used much, but the point was if it was possible and it is.

Even back in Alpha 2 there where two areas/scenarios (instances) that you could choose to play from a menu at that time. Some players soon realized that these two where actually positioned "close" to one another and if you started flying away from your the scenario towards the other one you would eventually reach it after roughly 20 minutes of boosting. People even manage to meet up in the middle between these locations...

People often misunderstand the instances in ED as a physical location inside the star system when in reality it isn't. An instance is simply who you are currently connected too in a bubble around your ship. The solar system itself is one seamless playarea. The server keeps a rough location on where every player currently is and if your "bubble" intersects with another players "bubble" it will try to match you together. It's just no practical to move between locations in a true to scale world at the speed of 500 m/s which is why we have supercruise.

There is presently no real "need" for this kind of functionality, as you pointed out yourself, but when planetary landings comes later (and they will come) this will change. When that happens someone in a spaceship will be able to seamlessly travel down towards the surface of a planet and if another player happens to be in the area where they land their "bubbles" will once again intersect and establish an instance between the two so the can interact. All the server cares about is your location...if that location happens to be in space or down on a planet doesn't matter.

SC on the other hand will have a much harder time making this work since the landing zones in SC doesn't actually exists in the space "level". It will simply be a selection you make of where you want to land which then is followed by some sort of interactive cutscene while the ground level loads up in the background. Similar how hyperspace is used in ED to load/generate the next system...

Great explanation thank you!
 
I got the game to do banking by accident. I tried overriding the default config for my Warthog (swap pitch for yaw), ended up with a combo of the two when pushing the x-axis on the stick, this gave a response virtually identical to older games like X-Wing and Tie Fighter (roll & yaw at the same time) - cool! - problem was that is was far too fast and uncontrollable.
Automatic banking at higher speed for yaw input is in the game for some time now by default (similar to X-Wing or Freespace).

Its kind of cringe worthy seeing people still arguing with out adressing that.

Nope, this was completely different. I know the banking you are talking about, the ship rolls a bit, relative to the yaw axis, but still yaws straight across - the effect I had was that of a crazy fast inverse barrel roll - not the same thing.

And I'm not arguing either - simply stating what happened, and how I found it to be.
 
SC on the other hand will have a much harder time making this work since the landing zones in SC doesn't actually exists in the space "level". It will simply be a selection you make of where you want to land which then is followed by some sort of interactive cutscene while the ground level loads up in the background. Similar how hyperspace is used in ED to load/generate the next system...

Angry Joe's Destiny review gave me premonitions of what Star Citizen's planetary landings and planetary exploration sound they will be like,
1. Looks awesome but... - https://www.youtube.com/watch?v=gzopWRXK_r4&t=8m56s
2. In for the ride... - https://www.youtube.com/watch?v=gzopWRXK_r4&t=22m16s

NTTW (no time to watch) Highlighting how cutscenes and invisble walls should have no place in a seamless 'next gen' game.
 
Angry Joe's Destiny review gave me premonitions of what Star Citizen's planetary landings and planetary exploration sound they will be like,

When polygons and eye-candies are more important than the seamless experience. Hard not to fear the same for SC when ships' nuts & bolts and fish tanks seem higher in the priority list than the Space. :/
 
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Angry Joe's Destiny review gave me premonitions of what Star Citizen's planetary landings and planetary exploration sound they will be like,
1. Looks awesome but... - https://www.youtube.com/watch?v=gzopWRXK_r4&t=8m56s
2. In for the ride... - https://www.youtube.com/watch?v=gzopWRXK_r4&t=22m16s

NTTW (no time to watch) Highlighting how cutscenes and invisble walls should have no place in a seamless 'next gen' game.

Yes. SC planetary interaction will be handled in a similar fashion like Destiny or Mass Effect. This isn't necessarily a bad thing depending on what the developers have chosen to focus on, but people should probably manage their expectations accordingly.

ED will have no invisible walls like this on the planets, but on the other hand it will be much much harder to make the environments down there as detailed as in SC. Also walking off into the distance down on a planet in ED doesn't mean you find anything. It could just be empty...which of course is rather realistic if you think about it. If the planet only have one single outpost then, well...it suppose to be empty. I still expect them to implement "random encounters" of different sorts to spice things up a bit though.

The planetary environments in SC will on the other hand feel much more like they have a purpose since they have been designed to a higher degree. So you can probably expect to find more stuff closer together here with a bit more story to them compared to ED.

Personally I rather have the sense of freedom, which is why ED excites me more even if I have backed both games and want both to succeed.
 
Automatic banking at higher speed for yaw input is in the game for some time now by default (similar to X-Wing or Freespace).

Its kind of cringe worthy seeing people still arguing with out adressing that.

Well I really wouldn't know the finer details (which is why I said "what we appear to have") as the joystick control still feels so awful I can't get into it.

Still I'm sure we can all agree SC will (almost certainly) have more polygons so yay!
 

psyron

Banned
Ships shouldn't be making physical contact with each other at all, given the velocities and masses involved it is always going to end badly. Totally fine with it, same as in ED. Ships touching = bad. Totally fine with the usual rock/paper/scissors mechanic re: weapon types/shields/armor, same as ED. Regarding ships getting tangled...seriously, you need to do some reading up on how collisions are managed in games.

On the second point...ED has nothing more than SC in terms of an FPS mode, it's pie in the sky from both at present. There is certainly no ONE simulation in ED in terms of combat, because the entire game is compartmentalized into small instances. Seamless transfer of ships from space to an FPS zone? I would be absolutely amazed if either ED or SC manage to pull that one off.

Seriously ... you should better listen to CR before judging on my comments ... and yes, you will be amazed about ED! ;)
 

agimenez

Banned
Star Citizen News & Media:

> Star Citizen Reaches the 54$ Million in CrowdFunding

> User shows off a DogFight Video with HOTAS + TrackIR

> User shows off a cinematic concept of Star Citizen

> LEGO concept model of a Star Citizen Ship (Hornet) reaches the 10k Supporters and goes into evaluation for go/no go production.

> Star Citizen included into World Record of Guiness Book as the Most CrowdFunded Project Title.

> Constelation Models arrive for the first purchasers:

CBhJIQ3.jpg
 
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Yes. SC planetary interaction will be handled in a similar fashion like Destiny or Mass Effect. This isn't necessarily a bad thing depending on what the developers have chosen to focus on, but people should probably manage their expectations accordingly.

ED will have no invisible walls like this on the planets, but on the other hand it will be much much harder to make the environments down there as detailed as in SC. Also walking off into the distance down on a planet in ED doesn't mean you find anything. It could just be empty...which of course is rather realistic if you think about it. If the planet only have one single outpost then, well...it suppose to be empty. I still expect them to implement "random encounters" of different sorts to spice things up a bit though.

The planetary environments in SC will on the other hand feel much more like they have a purpose since they have been designed to a higher degree. So you can probably expect to find more stuff closer together here with a bit more story to them compared to ED.

Personally I rather have the sense of freedom, which is why ED excites me more even if I have backed both games and want both to succeed.

CR has already said (in different words) that now he realizes CIG must use ProcGen to make the game more than a few dozen level maps. Hand crafting 100 quality and large level maps is a hugemendous amount of work. And that means just one small landing zone per planet. It would still be a lot of content to explore but it doesn't seem like the BSDSGE, or whatever. How small and constricting will Earth feel With just a single level map of limited size in SC?

100 star systems fully hand crafted is not do-able in a lifetime. Exploration now a part of SC plan cannot happen in 100 systems as that won't last one day so CR will ProcGen a galaxy or large part of one. SC fans talking up the hand crafted difference need to wake up. Due to more funding SC may have more hand crafted elements but it cannot be done as CR is talking now without copy paste almost everything or going the route of Elite. And rapidly expanding humanity means factory built modular colony and station designs are actually "realistic".

The hangar module is a cool idea but if you are 50 star systems away it may be real inconvenient to get to your hangar or a total immersion breaker that your hangar follows you wherever you go in the galaxy. Or is the intent to always start the game from that location and have the jump gates have unlimited range? None of those sounds immersive to me.

ED could do a standalone story module with more hand crafted content, but it probably won't happen due to the tight vision (which has led to good things so far). But once the full game is done I would like to see FD try something like the Squadron 42 idea as a way to repurpose the game and provide for a different play style.
 
So remember when SC was going to have planet exploration, and how CIG sold a ship with a ground car? Well it turns out that ground exploration will not happen in Version 1 of launch.

Of course not. First of all, you're limited to the maximum map size of CryEngine, which is set in stone until they get double precision in. And at this point, I am certain CIG does not have the neccessary know-how to do that, and since July Crytek doesn't have the manpower anymore. Not that they would've done that even if key personnel hadn't quit, since this is a massive undertaking.

So that leaves us with the standard level box, which means ground excursions are going to be much like Mass Effect and/or Star Trek Online. That doesn't neccessarily mean that it's not worth playing, but you can hardly call that "planetary exploration" if you are basically limited to a typical FPS shooter map size. They can still make this worthwhile to play of course, but I guess they'll limit themselves to a couple of rooms that represent a base or city, separated of course by loading screens and whatnot. Creating game assets is what they're best at, so they'll stick to their guns and churn out high quality models that will form ground locations you'll be able to visit. Perhaps some of these models are going to be used in a modular fashion, i.e. reused in different configurations so as to allow more different locations to be visited. We shall see.

I've long since said goodbye to the "seamless" part alluded to in the Kickstarter. That's what I'm hoping for in ED.

Please David, don't pork this up! You're our only hope! ;)
 
Of course not. First of all, you're limited to the maximum map size of CryEngine, which is set in stone until they get double precision in. And at this point, I am certain CIG does not have the neccessary know-how to do that, and since July Crytek doesn't have the manpower anymore. Not that they would've done that even if key personnel hadn't quit, since this is a massive undertaking.

So that leaves us with the standard level box, which means ground excursions are going to be much like Mass Effect and/or Star Trek Online. That doesn't neccessarily mean that it's not worth playing, but you can hardly call that "planetary exploration" if you are basically limited to a typical FPS shooter map size. They can still make this worthwhile to play of course, but I guess they'll limit themselves to a couple of rooms that represent a base or city, separated of course by loading screens and whatnot. Creating game assets is what they're best at, so they'll stick to their guns and churn out high quality models that will form ground locations you'll be able to visit. Perhaps some of these models are going to be used in a modular fashion, i.e. reused in different configurations so as to allow more different locations to be visited. We shall see.

I've long since said goodbye to the "seamless" part alluded to in the Kickstarter. That's what I'm hoping for in ED.

Please David, don't pork this up! You're our only hope! ;)

You misunderstand, watch the video, SC is not even going to have Mass Effect style at launch. It will have nothing.
 
You misunderstand, watch the video, SC is not even going to have Mass Effect style at launch. It will have nothing.

Yeah but they will have at least the basic ground FPS part, right? I mean.. come on. If they can't even do that, then the whole "we develop all modules in parallel because we're that awesome" part was just one big fat l... I mean, overstatement.
 
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