Sorry but you can't say X game did this and that and not show proofs about it, How about some gameplay?
I know you get attacked from all angles "all" the time, but if you take the time to post some examples I would appreciated it.
I ask with sincerity, Is there any-other game right out that allows you to be a person/avatar and go from a space station/planet into a big-ass ship (thinking starfarer) with some friends, 5-10, and going wherever you want seamlessly, land 100000000 km's away on another space station, open the hatch and EVA to that said space station /planet and engage in FPS combat, explore, do quests whatever?
Because I want to play it really bad, show me examples of Battlecruiser gameplay clips or another game resembling anything close like this:
You're not very good at this. So let me re-post - for brevity - what I stated and which you conveniently danced around.
I just want to interrupt the regularly scheduled programming to say that ALL of my Battlecruiser/Universal Combat games have had:
>EVA
>massive galaxy
>space<->planet (procedurally generated + some handcrafted parts btw) transitions (not seamless due to engine requirements)
>full blown fps with an array of fps weapons, items etc
>exceptional flight dynamics engine (in fact, I updated it back in 2009) which makes fighters & cap ships handle differently
>crew & ship systems management in cap ships
>and a plethora of features geared toward "managing a capital ship with AI crew"
The above was in relation to your own statement about specific features; which you've not changed into this:
Is there any-other game right out that allows you to be a person/avatar and go from a space station/planet into a big-ass ship (thinking starfarer) with some friends, 5-10, and going wherever you want seamlessly, land 100000000 km's away on another space station, open the hatch and EVA to that said space station /planet and engage in FPS combat, explore, do quests whatever?
Here is how this works.
In games, you have i) features ii) implementation of those features depending on the game
A list of features with no meaning or relevance to game play, is just that: a list of features
In the case of fps games, they all have shooting mechanics as a feature. However, what makes all shooters different is the implementation of various aspects including visuals, gameplay, mechanics, presentation etc
So, back to "features in the BDSSE"....
Everything you posted above, are individual features - which have ALL been done in various games ahead of SC. e.g. in BC/UC, you can EVA and battle in space (above your cap ship for instance) with a weapon. You can take an entire cap ship and crew from space to planet, land, exit with your entire crew, do stuff. In Space Engineers, well, you can EVA and do all kinds of things. In SC, you can EVA and do a specific list of things.
What you described above, is a combination of said features into a game (a ganky, buggy one no less) based on the implementation of said game. So it's irrelevant
how the feature is used. Ignoring that premise would be like saying that the weapon mechanics in ARMA are inferior to SC because, well Star Citizen allows you to EVA with a weapon.
So it's
not that the features in SC are used in the game's implementation, it's that
ALL the features touted
HAVE been done before.
To be clear, nobody is saying that SC doesn't have unique features, nice graphics etc. What we're saying is that it doesn't have any unique features which haven't already been done before. And the fact that it's never - ever - going to accomplish the promised goal - means that it can't possibly live up to the BDSSE sales pitch. A pitch which, as has been mentioned before, isn't hyperbole; because if it was, then CR has committed fraudulent inducement. Which is illegal.
As I have stated before, I firmly believe that he believed that he could build the game he envisioned. Unfortunately for him, not having shipped a game in almost 15 years, let alone programmed, aware of new gaming etc, means that he put himself at a disadvantage. Then, to make things worse, after hiring the people who have been doing this while he was gone, he chose to ignore them.