The Star Citizen Thread v5

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Yeah, but "See you in the 'half a system'" does not have enough oomph to it does it?

If we're going with realistic descriptions here, it might be appropriate to say

"See you in the 'hell in which all humanity spawn and die, often without reason, and spawn again in an endless, horrific cycle of annihilation and recreation, enduring horrors of impossibly stretched limbs, and nipples fuelled with monopropellant, and in which only fools would inhabit those chariots of self-destruction, those vessels of unintended carnage and obliteration, which appear from the warp of space itself when summoned and disappear, violently, when they are even approached.

Buy an Idris!"
 
Well, it's that kind of thread. Until now, the larger, persistent features needed a server restart to place them or move them in the universe. I don't see a reason why the inclusion of new points of interest would neccessitate a change to the way they are placed.

That's fair but I think the point is that there was a new way to spawn in assets on the fly which no longer necessitates loading up whatever new data is loaded on server restarts for certain new objects. POIs themselves were actually non-persistent in some cases (certain outposts, downed beacons, crashed ships) so there is the ability to randomly spawn in and place objects. In the 2.2 change list they say POIs can now be persistent so maybe they made it so those things above are always in the same place rather than spawn/despawn.

I'm thinking the big thing is that maybe Stage 1 through 4 of the orbitals are actually 4 different models rather than separate pieces that are assembled together, because I have seen them in different stages in game previously. But, I've seen images of different station elements that can be put together in different structures so it shouldn't be difficult to assign attachment points that can be done on the fly in the game when a new element is spawned in but it may require some new back end design to "move" the piece into place and "attach it" visually that took a while to get to.

Beats me, but I wouldn't say it isn't unbelievable to be done.
 
Why would it be hard to believe? It just requires spawning in a new asset and it becoming a fixed/permanent asset. Plenty of games do it, like ArmA, Minecraft, Rust, and other games where you build assets out of pre-fab objects.


As far as SC - why is it still called a Universe or a 'Verse? At best 100 star systems qualifies for a star cluster.

If they called it a "cluster" it would look like the second half of the word was missing.
 
Wow I'm caught up....in that latest CR quote..."the best everything simulator".

Is he being serious? This kind of logic reminds me of traders who are so sunk in their investments they keep investing recklessly to get out of this hole they have dug for themselves.

Why sincerely does he make such extravagant claims. the best everything simulator? A man in control of over 124 million $$$'S and he's on record saying the. EST everything simulator?!

There was once a time when what CR said brought me comfort. Now i seem to have completely lost that ability.

The best everything simulator jeez.

Its hoe lotteries work as well: No matter hoe incredibly tiny the odds of winning, people will gamble on it. Same with SC: sure, it probably won't happen, but spending £30 on the possibility of 'the best everything's is appealing to some. I bet it can be infuriating for those who have to deliver these wild promises though...
 
We'll get that in ED before SC is even a game.

What is your definition of "Star Citizen being a game"? We might have a bet in the making. [big grin]

Happens all the time, it's called wing mining.

Collective mining a big 4ss asteroid like in the trailer? Never saw it, care to link some videos?
Happens all the time, check the salt threads.


Happens all the time, check the salt threads.

Continuous pvp like we see in the trailer? Police kills aggressors very fast, the odd ganking yes, but near stations? never saw that much pvp besides CQC

I can see a possible angle. CR knows the game is up. He's laying the groundwork for the failure of the project. "Look at all the issues I had! We've finally got a team together but we're out of money. So sad!". Ultimate punchline for a last article exclusive in the Kotaku series.

Ahaha again with the out of money? What is it now ? 80 days? [big grin]

As far as SC - why is it still called a Universe or a 'Verse? At best 100 star systems qualifies for a star cluster.

Wanna bet that you will have more things to do (as in varied meaningful, engaging gameplay) in one single System in Star Citizen than in ED's 400 Billion systems altogether?

Simple avatar bet, It's up for takes if anyone wants to go for it just sign in! [rolleyes]
 
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CaptainKremmen said:
It's not cancelled, no.


Just all the work they did on it, and showed everyone, seems to have been scrapped.

And they are doing it all again, from scratch, with another team, in another engine.

And they can't call it "Star Marine" if and when they do redevelop it, apparently.


So people aren't getting what they hyped throughout 2015, which was called "Star Marine", and now won't be called that, or be like that.

But it's not cancelled. Just... re-imagined. And created twice.
congratz CaptainKremmen you predicted what happened with star marine.
chris roberts on kotaku article said:
When that happened, CIG discovered that most of the code base Illfonic had created for Star Marine would have to be rewritten to make it work with the rest of Star Citizen.
“We basically had to refactor everything to work how the big world works,” Roberts said. “If we were just doing a standalone FPS shooter then, yeah, we could probably have just packaged up the Illfonic Star Marine stuff they worked on and released that, but that wasn't the point of it. It has to be seamless. It has to be everything – getting in and out of ships, flying around, going to different locations. They [Illfonic] were doing some things that would be fine for a running around, Counter-Strike style shooter but that doesn't work with what we were doing.
“As I said, at the time we didn't have the resources so we kind of said 'Well, they can do this.' But we would do it differently now. [...] If more time was around then probably we wouldn't have brought [a contractor] on, but at the time we were like 'We've got to get the FPS working, we've got to get space flight working. We have the money so let's get the resources working.'”
http://www.kotaku.co.uk/2016/09/29/what-happened-to-star-marine-star-citizens-missing-module
 
Wanna bet that you will have more things to do (as in varied meaningful, engaging gameplay) in one single System in Star Citizen than in ED's 400 Billion systems altogether?

There isn't. There are two missions. The rest is just is just a variation of who or what (human or AI or both) you come across and it's always combat.
 
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