12 fps per eye in VR. I feel sick.
Wait til the heart-wrenching hero-has-his-heart-broken moment - it'll be 12 seconds per frame![]()
Press <<Use>> to vomit.
12 fps per eye in VR. I feel sick.
Wait til the heart-wrenching hero-has-his-heart-broken moment - it'll be 12 seconds per frame![]()
Something Jones at SA has tirelessly worked to compile a list of undelivered features.
All credit to him.
COMPLETE LIST
Stretch Goals Not Delivered
Professional Mod Tools
100 Star Systems
RSI Class II space suit.
Hibernation Mode (Saving your game)
“Behind the Scenes of Star Citizen” documentary film
Escort Carrier, digital 42-page “overclock” Upgrade Handbook
Ship engine modifier upgrade package, Battlecruiser
Pre-launch backers get exclusive star system
Jane’s Fighting Ships style manual, Manage Space Stations, RSI Museum will air monthly. They tried RSI Museum but gave up on it.
Planetside FPS combat.
Salvage Mechanic.
Enhanced Mission Design for Squadron 42.
Tamsa System.
Tanga System.
Cano System.
UDS-2943-01-22 System.
Kabal System, Oretani System.
Procedural Generation R&D Team. (With the December 2015 “Pupil to Planet” video, they claim procedural generation teams are doing stuff.)
Omni Role Combat Armor (ORC) mk9
Stellar Cartography (It’s defined as a map room that’s in the game directly, not to be confused with the $51 Million Map goal)
Hadesian Artifact
Updated Scanning Software.
Engine Tuning Kit.
Retaliator Commercial. Still in the plans. It’s not happening near term because all our cinematic folks are working on SQ42… but it’s a stretch goal and we will get to it.
Alien Languages. (“We will work with real-world linguists to create distinctive and realistic alien languages for Star Citizen’s three biggest alien races, the Vanduul, the Xi’An and the Banu.”)
Independent Arbitrator’s Guild.
More Detailed AI Activities.
Ballistic Gatling.
Anvil Aerospace Crucible. Last seen as being in the “Concept Phase” as of Dec 2015/Jan 2016.
Espera Prowler.
Genesis-class Starliner.
MISC Reliant. (It’s in the hanger, only marked Red because you can’t fly it yet. Video Proof)
Pets.
Enhanced Ship Modularity.
Features advertised but not delivered
Rentable ships
Some ships with artificial gravity (or not)
Multicrewing
Different HUDs for different ships
Hull Breaches
Shuttles for larger ships to land on planets
Banu ports and stations for trading
Parking smaller ships in the Idris
Inertia on objects not anchored on ships
Beam weapons for larger ships
Tractor beams and EVA for cargo
EVA ship repair
Wreck exploration
Benefits for ejecting from a ship about to explode
Wreckage as a navigational hazard
Using inertia for flight rather than burning fuel all the time
Dangerous and Dynamic Jump Points
Changeable gravity systems for ships
Booby traps and trackers for cargo
Detailed navigation system
Weapon slaving
Detailed ship destruction for large ships
Ship repair and cleanliness/degradation
Ship Trade-in and buying used ships, naming your ship
Manual and auto-docking
Customizable AI voices for different aspects of your ship
Organization Infiltration
Playing as another alien race
Relaying radar information to C&C Center
Run your own business
In depth non-FTL communication
Bounty hunting system
Player influenced politics
In-game VOIP and “Live Driver”
Track IR Support
Shareable star map locations
Group mining operations
In-fiction “Live Team” that will report player driven events as in-fiction news
Dynamic population count
Character damage and aging
Character histories and/or ancestral trees
Large scale dynamic events
Player Rating System
Taxes for Organizations
Dead (Wounded) body recovery
Player or organization ran medical facilities
User generated content
Shared organization hangars
Combined arms missions
Location for contributors’ names to be found in the PU
Organization reputation system
Damageable cyborg limbs and cybernetic repair facilities
Dynamic social interaction with NPCs
Galactapedia
Space creatures
Planet day/night cycle
Cargo damage (item damage)
Potential In-game “Voice Attack” system
NPC Generation
Docking and Undocking Tech
Realistic Audio Options
Personally Owned NPCs
Farming
Tri-Monitor Support
Your Name in the Game
Carriers
Getting Everyone into the Same Instance
More Economical or Versatile Corvettes
Planetary Ship Entry
Repair and Items System Capability
Manned Turrets
Character Customization
Ship connected to User Online/Offline Status
Picking Up Objects On Planets
Multi-Monitor HUD
Large Ship Damage Control Lockers
Dogfights Through Space Stations
Ship Persistence
Stealth Game Play
Ability for Privateers/Corsairs/Buccaneers
Landing on Planets
Procedurally-Generated Environments
Starfarer's Refueling Mechanic
Rigging
Anchoring to an Asteroid
Kill Boards
NPC ranks
Thruster Trails
Non-Lethal Combat Modules
Raid Supply Shipments
Owning an Alien Ship
Hidden Ship Compartments
Catapulting Through Space
Locking Ships
Jury Rig Repairing
Dynamic Weather
Automatic Battle Flight Pattern
Living Spaces
Insurance for Pilots
Mining
Escape Pods
Personal Armor (FPS)
Extreme Ship Maneuvers
Start up Sequence for Large Multi-Crew Ships
Voice Commands
Remotely Hacking Ships
Pacing NPC's
Incentives to keep your orginal Ship's Hull
Game Generated Missions
Communication Between Two Ships
Ship Armor
Controlled and Uncontrolled Space
NPC Crews
Guild Wars
Trading
Inflation and Deflation
Hiring NPC's for missions
Travelling in Fleets
Tactical Game modes in FPS
Trading weapons in the FPS
Bounty Hunting
Player Generated Content
Assigning Ships to Landing Zones
UI Customization
Radar features
Future Playable Maps
Ships Developed by the Community
Warning NPC's of Attack
NPC crew AI
Clothing Damage
Character Creator
Interior Damage System
Roaming Floating Structures
Vehicles for Planetside
NPC dialogue
Electronic Warfare in the PU
Player Owned Cargo Space
NPC population in the PU
Salvaging Mechanic
Ship Aging
Linux Client
In game Banking
VR
Medic and Surgeon Skill progression
Mining and resource gathering
Fabricate weapons/armor/ship parts
FPS Armor Types
Join in-progress free flight games
Hangar parties & instancing
Physical grappling beam
Multicrew keycards
Repairing Gold Horizon Space Stations
Taxation
Natural areas in the 'Verse
FPS environmental hazards
Store ore in your hangar
Organic ships
Ship spoofing
Non-combat ships
Search players for weapons
Flying a ship without a hud
Starting wars between the different races
Tractor Beams
NPCs react to weapons
Drop pods
Limb Damage
Bounty Hunting
Org recruiting NPCs
NPCs using different loadouts
Resource Spawning
NPC & Human scanning
TL : DR pretty much everything.
Something Jones at SA has tirelessly worked to compile a list of undelivered features.
All credit to him.
COMPLETE LIST
Stretch Goals Not Delivered
Professional Mod Tools
100 Star Systems
RSI Class II space suit.
Hibernation Mode (Saving your game)
“Behind the Scenes of Star Citizen” documentary film
Escort Carrier, digital 42-page “overclock” Upgrade Handbook
Ship engine modifier upgrade package, Battlecruiser
Pre-launch backers get exclusive star system
Jane’s Fighting Ships style manual, Manage Space Stations, RSI Museum will air monthly. They tried RSI Museum but gave up on it.
Planetside FPS combat.
Salvage Mechanic.
Enhanced Mission Design for Squadron 42.
Tamsa System.
Tanga System.
Cano System.
UDS-2943-01-22 System.
Kabal System, Oretani System.
Procedural Generation R&D Team. (With the December 2015 “Pupil to Planet” video, they claim procedural generation teams are doing stuff.)
Omni Role Combat Armor (ORC) mk9
Stellar Cartography (It’s defined as a map room that’s in the game directly, not to be confused with the $51 Million Map goal)
Hadesian Artifact
Updated Scanning Software.
Engine Tuning Kit.
Retaliator Commercial. Still in the plans. It’s not happening near term because all our cinematic folks are working on SQ42… but it’s a stretch goal and we will get to it.
Alien Languages. (“We will work with real-world linguists to create distinctive and realistic alien languages for Star Citizen’s three biggest alien races, the Vanduul, the Xi’An and the Banu.”)
Independent Arbitrator’s Guild.
More Detailed AI Activities.
Ballistic Gatling.
Anvil Aerospace Crucible. Last seen as being in the “Concept Phase” as of Dec 2015/Jan 2016.
Espera Prowler.
Genesis-class Starliner.
MISC Reliant. (It’s in the hanger, only marked Red because you can’t fly it yet. Video Proof)
Pets.
Enhanced Ship Modularity.
Features advertised but not delivered
Rentable ships
Some ships with artificial gravity (or not)
Multicrewing
Different HUDs for different ships
Hull Breaches
Shuttles for larger ships to land on planets
Banu ports and stations for trading
Parking smaller ships in the Idris
Inertia on objects not anchored on ships
Beam weapons for larger ships
Tractor beams and EVA for cargo
EVA ship repair
Wreck exploration
Benefits for ejecting from a ship about to explode
Wreckage as a navigational hazard
Using inertia for flight rather than burning fuel all the time
Dangerous and Dynamic Jump Points
Changeable gravity systems for ships
Booby traps and trackers for cargo
Detailed navigation system
Weapon slaving
Detailed ship destruction for large ships
Ship repair and cleanliness/degradation
Ship Trade-in and buying used ships, naming your ship
Manual and auto-docking
Customizable AI voices for different aspects of your ship
Organization Infiltration
Playing as another alien race
Relaying radar information to C&C Center
Run your own business
In depth non-FTL communication
Bounty hunting system
Player influenced politics
In-game VOIP and “Live Driver”
Track IR Support
Shareable star map locations
Group mining operations
In-fiction “Live Team” that will report player driven events as in-fiction news
Dynamic population count
Character damage and aging
Character histories and/or ancestral trees
Large scale dynamic events
Player Rating System
Taxes for Organizations
Dead (Wounded) body recovery
Player or organization ran medical facilities
User generated content
Shared organization hangars
Combined arms missions
Location for contributors’ names to be found in the PU
Organization reputation system
Damageable cyborg limbs and cybernetic repair facilities
Dynamic social interaction with NPCs
Galactapedia
Space creatures
Planet day/night cycle
Cargo damage (item damage)
Potential In-game “Voice Attack” system
NPC Generation
Docking and Undocking Tech
Realistic Audio Options
Personally Owned NPCs
Farming
Tri-Monitor Support
Your Name in the Game
Carriers
Getting Everyone into the Same Instance
More Economical or Versatile Corvettes
Planetary Ship Entry
Repair and Items System Capability
Manned Turrets
Character Customization
Ship connected to User Online/Offline Status
Picking Up Objects On Planets
Multi-Monitor HUD
Large Ship Damage Control Lockers
Dogfights Through Space Stations
Ship Persistence
Stealth Game Play
Ability for Privateers/Corsairs/Buccaneers
Landing on Planets
Procedurally-Generated Environments
Starfarer's Refueling Mechanic
Rigging
Anchoring to an Asteroid
Kill Boards
NPC ranks
Thruster Trails
Non-Lethal Combat Modules
Raid Supply Shipments
Owning an Alien Ship
Hidden Ship Compartments
Catapulting Through Space
Locking Ships
Jury Rig Repairing
Dynamic Weather
Automatic Battle Flight Pattern
Living Spaces
Insurance for Pilots
Mining
Escape Pods
Personal Armor (FPS)
Extreme Ship Maneuvers
Start up Sequence for Large Multi-Crew Ships
Voice Commands
Remotely Hacking Ships
Pacing NPC's
Incentives to keep your orginal Ship's Hull
Game Generated Missions
Communication Between Two Ships
Ship Armor
Controlled and Uncontrolled Space
NPC Crews
Guild Wars
Trading
Inflation and Deflation
Hiring NPC's for missions
Travelling in Fleets
Tactical Game modes in FPS
Trading weapons in the FPS
Bounty Hunting
Player Generated Content
Assigning Ships to Landing Zones
UI Customization
Radar features
Future Playable Maps
Ships Developed by the Community
Warning NPC's of Attack
NPC crew AI
Clothing Damage
Character Creator
Interior Damage System
Roaming Floating Structures
Vehicles for Planetside
NPC dialogue
Electronic Warfare in the PU
Player Owned Cargo Space
NPC population in the PU
Salvaging Mechanic
Ship Aging
Linux Client
In game Banking
VR
Medic and Surgeon Skill progression
Mining and resource gathering
Fabricate weapons/armor/ship parts
FPS Armor Types
Join in-progress free flight games
Hangar parties & instancing
Physical grappling beam
Multicrew keycards
Repairing Gold Horizon Space Stations
Taxation
Natural areas in the 'Verse
FPS environmental hazards
Store ore in your hangar
Organic ships
Ship spoofing
Non-combat ships
Search players for weapons
Flying a ship without a hud
Starting wars between the different races
Tractor Beams
NPCs react to weapons
Drop pods
Limb Damage
Bounty Hunting
Org recruiting NPCs
NPCs using different loadouts
Resource Spawning
NPC & Human scanning
TL : DR pretty much everything.
CR defence will be: "I was young and naive and I needed that money."Wow..........
Something Jones at SA has tirelessly worked to compile a list of undelivered features.
All credit to him.
COMPLETE LIST
Stretch Goals Not Delivered
Professional Mod Tools
100 Star Systems
RSI Class II space suit.
Hibernation Mode (Saving your game)
“Behind the Scenes of Star Citizen” documentary film
Escort Carrier, digital 42-page “overclock” Upgrade Handbook
Ship engine modifier upgrade package, Battlecruiser
Pre-launch backers get exclusive star system
Jane’s Fighting Ships style manual, Manage Space Stations, RSI Museum will air monthly. They tried RSI Museum but gave up on it.
Planetside FPS combat.
Salvage Mechanic.
Enhanced Mission Design for Squadron 42.
Tamsa System.
Tanga System.
Cano System.
UDS-2943-01-22 System.
Kabal System, Oretani System.
Procedural Generation R&D Team. (With the December 2015 “Pupil to Planet” video, they claim procedural generation teams are doing stuff.)
Omni Role Combat Armor (ORC) mk9
Stellar Cartography (It’s defined as a map room that’s in the game directly, not to be confused with the $51 Million Map goal)
Hadesian Artifact
Updated Scanning Software.
Engine Tuning Kit.
Retaliator Commercial. Still in the plans. It’s not happening near term because all our cinematic folks are working on SQ42… but it’s a stretch goal and we will get to it.
Alien Languages. (“We will work with real-world linguists to create distinctive and realistic alien languages for Star Citizen’s three biggest alien races, the Vanduul, the Xi’An and the Banu.”)
Independent Arbitrator’s Guild.
More Detailed AI Activities.
Ballistic Gatling.
Anvil Aerospace Crucible. Last seen as being in the “Concept Phase” as of Dec 2015/Jan 2016.
Espera Prowler.
Genesis-class Starliner.
MISC Reliant. (It’s in the hanger, only marked Red because you can’t fly it yet. Video Proof)
Pets.
Enhanced Ship Modularity.
Features advertised but not delivered
Rentable ships
Some ships with artificial gravity (or not)
Multicrewing
Different HUDs for different ships
Hull Breaches
Shuttles for larger ships to land on planets
Banu ports and stations for trading
Parking smaller ships in the Idris
Inertia on objects not anchored on ships
Beam weapons for larger ships
Tractor beams and EVA for cargo
EVA ship repair
Wreck exploration
Benefits for ejecting from a ship about to explode
Wreckage as a navigational hazard
Using inertia for flight rather than burning fuel all the time
Dangerous and Dynamic Jump Points
Changeable gravity systems for ships
Booby traps and trackers for cargo
Detailed navigation system
Weapon slaving
Detailed ship destruction for large ships
Ship repair and cleanliness/degradation
Ship Trade-in and buying used ships, naming your ship
Manual and auto-docking
Customizable AI voices for different aspects of your ship
Organization Infiltration
Playing as another alien race
Relaying radar information to C&C Center
Run your own business
In depth non-FTL communication
Bounty hunting system
Player influenced politics
In-game VOIP and “Live Driver”
Track IR Support
Shareable star map locations
Group mining operations
In-fiction “Live Team” that will report player driven events as in-fiction news
Dynamic population count
Character damage and aging
Character histories and/or ancestral trees
Large scale dynamic events
Player Rating System
Taxes for Organizations
Dead (Wounded) body recovery
Player or organization ran medical facilities
User generated content
Shared organization hangars
Combined arms missions
Location for contributors’ names to be found in the PU
Organization reputation system
Damageable cyborg limbs and cybernetic repair facilities
Dynamic social interaction with NPCs
Galactapedia
Space creatures
Planet day/night cycle
Cargo damage (item damage)
Potential In-game “Voice Attack” system
NPC Generation
Docking and Undocking Tech
Realistic Audio Options
Personally Owned NPCs
Farming
Tri-Monitor Support
Your Name in the Game
Carriers
Getting Everyone into the Same Instance
More Economical or Versatile Corvettes
Planetary Ship Entry
Repair and Items System Capability
Manned Turrets
Character Customization
Ship connected to User Online/Offline Status
Picking Up Objects On Planets
Multi-Monitor HUD
Large Ship Damage Control Lockers
Dogfights Through Space Stations
Ship Persistence
Stealth Game Play
Ability for Privateers/Corsairs/Buccaneers
Landing on Planets
Procedurally-Generated Environments
Starfarer's Refueling Mechanic
Rigging
Anchoring to an Asteroid
Kill Boards
NPC ranks
Thruster Trails
Non-Lethal Combat Modules
Raid Supply Shipments
Owning an Alien Ship
Hidden Ship Compartments
Catapulting Through Space
Locking Ships
Jury Rig Repairing
Dynamic Weather
Automatic Battle Flight Pattern
Living Spaces
Insurance for Pilots
Mining
Escape Pods
Personal Armor (FPS)
Extreme Ship Maneuvers
Start up Sequence for Large Multi-Crew Ships
Voice Commands
Remotely Hacking Ships
Pacing NPC's
Incentives to keep your orginal Ship's Hull
Game Generated Missions
Communication Between Two Ships
Ship Armor
Controlled and Uncontrolled Space
NPC Crews
Guild Wars
Trading
Inflation and Deflation
Hiring NPC's for missions
Travelling in Fleets
Tactical Game modes in FPS
Trading weapons in the FPS
Bounty Hunting
Player Generated Content
Assigning Ships to Landing Zones
UI Customization
Radar features
Future Playable Maps
Ships Developed by the Community
Warning NPC's of Attack
NPC crew AI
Clothing Damage
Character Creator
Interior Damage System
Roaming Floating Structures
Vehicles for Planetside
NPC dialogue
Electronic Warfare in the PU
Player Owned Cargo Space
NPC population in the PU
Salvaging Mechanic
Ship Aging
Linux Client
In game Banking
VR
Medic and Surgeon Skill progression
Mining and resource gathering
Fabricate weapons/armor/ship parts
FPS Armor Types
Join in-progress free flight games
Hangar parties & instancing
Physical grappling beam
Multicrew keycards
Repairing Gold Horizon Space Stations
Taxation
Natural areas in the 'Verse
FPS environmental hazards
Store ore in your hangar
Organic ships
Ship spoofing
Non-combat ships
Search players for weapons
Flying a ship without a hud
Starting wars between the different races
Tractor Beams
NPCs react to weapons
Drop pods
Limb Damage
Bounty Hunting
Org recruiting NPCs
NPCs using different loadouts
Resource Spawning
NPC & Human scanning
TL : DR pretty much everything.
Something Jones at SA has tirelessly worked to compile a list of undelivered features.
All credit to him.
COMPLETE LIST
Stretch Goals Not Delivered
Professional Mod Tools
100 Star Systems
RSI Class II space suit.
Hibernation Mode (Saving your game)
“Behind the Scenes of Star Citizen” documentary film
Escort Carrier, digital 42-page “overclock” Upgrade Handbook
Ship engine modifier upgrade package, Battlecruiser
Pre-launch backers get exclusive star system
Jane’s Fighting Ships style manual, Manage Space Stations, RSI Museum will air monthly. They tried RSI Museum but gave up on it.
Planetside FPS combat.
Salvage Mechanic.
Enhanced Mission Design for Squadron 42.
Tamsa System.
Tanga System.
Cano System.
UDS-2943-01-22 System.
Kabal System, Oretani System.
Procedural Generation R&D Team. (With the December 2015 “Pupil to Planet” video, they claim procedural generation teams are doing stuff.)
Omni Role Combat Armor (ORC) mk9
Stellar Cartography (It’s defined as a map room that’s in the game directly, not to be confused with the $51 Million Map goal)
Hadesian Artifact
Updated Scanning Software.
Engine Tuning Kit.
Retaliator Commercial. Still in the plans. It’s not happening near term because all our cinematic folks are working on SQ42… but it’s a stretch goal and we will get to it.
Alien Languages. (“We will work with real-world linguists to create distinctive and realistic alien languages for Star Citizen’s three biggest alien races, the Vanduul, the Xi’An and the Banu.”)
Independent Arbitrator’s Guild.
More Detailed AI Activities.
Ballistic Gatling.
Anvil Aerospace Crucible. Last seen as being in the “Concept Phase” as of Dec 2015/Jan 2016.
Espera Prowler.
Genesis-class Starliner.
MISC Reliant. (It’s in the hanger, only marked Red because you can’t fly it yet. Video Proof)
Pets.
Enhanced Ship Modularity.
Features advertised but not delivered
Rentable ships
Some ships with artificial gravity (or not)
Multicrewing
Different HUDs for different ships
Hull Breaches
Shuttles for larger ships to land on planets
Banu ports and stations for trading
Parking smaller ships in the Idris
Inertia on objects not anchored on ships
Beam weapons for larger ships
Tractor beams and EVA for cargo
EVA ship repair
Wreck exploration
Benefits for ejecting from a ship about to explode
Wreckage as a navigational hazard
Using inertia for flight rather than burning fuel all the time
Dangerous and Dynamic Jump Points
Changeable gravity systems for ships
Booby traps and trackers for cargo
Detailed navigation system
Weapon slaving
Detailed ship destruction for large ships
Ship repair and cleanliness/degradation
Ship Trade-in and buying used ships, naming your ship
Manual and auto-docking
Customizable AI voices for different aspects of your ship
Organization Infiltration
Playing as another alien race
Relaying radar information to C&C Center
Run your own business
In depth non-FTL communication
Bounty hunting system
Player influenced politics
In-game VOIP and “Live Driver”
Track IR Support
Shareable star map locations
Group mining operations
In-fiction “Live Team” that will report player driven events as in-fiction news
Dynamic population count
Character damage and aging
Character histories and/or ancestral trees
Large scale dynamic events
Player Rating System
Taxes for Organizations
Dead (Wounded) body recovery
Player or organization ran medical facilities
User generated content
Shared organization hangars
Combined arms missions
Location for contributors’ names to be found in the PU
Organization reputation system
Damageable cyborg limbs and cybernetic repair facilities
Dynamic social interaction with NPCs
Galactapedia
Space creatures
Planet day/night cycle
Cargo damage (item damage)
Potential In-game “Voice Attack” system
NPC Generation
Docking and Undocking Tech
Realistic Audio Options
Personally Owned NPCs
Farming
Tri-Monitor Support
Your Name in the Game
Carriers
Getting Everyone into the Same Instance
More Economical or Versatile Corvettes
Planetary Ship Entry
Repair and Items System Capability
Manned Turrets
Character Customization
Ship connected to User Online/Offline Status
Picking Up Objects On Planets
Multi-Monitor HUD
Large Ship Damage Control Lockers
Dogfights Through Space Stations
Ship Persistence
Stealth Game Play
Ability for Privateers/Corsairs/Buccaneers
Landing on Planets
Procedurally-Generated Environments
Starfarer's Refueling Mechanic
Rigging
Anchoring to an Asteroid
Kill Boards
NPC ranks
Thruster Trails
Non-Lethal Combat Modules
Raid Supply Shipments
Owning an Alien Ship
Hidden Ship Compartments
Catapulting Through Space
Locking Ships
Jury Rig Repairing
Dynamic Weather
Automatic Battle Flight Pattern
Living Spaces
Insurance for Pilots
Mining
Escape Pods
Personal Armor (FPS)
Extreme Ship Maneuvers
Start up Sequence for Large Multi-Crew Ships
Voice Commands
Remotely Hacking Ships
Pacing NPC's
Incentives to keep your orginal Ship's Hull
Game Generated Missions
Communication Between Two Ships
Ship Armor
Controlled and Uncontrolled Space
NPC Crews
Guild Wars
Trading
Inflation and Deflation
Hiring NPC's for missions
Travelling in Fleets
Tactical Game modes in FPS
Trading weapons in the FPS
Bounty Hunting
Player Generated Content
Assigning Ships to Landing Zones
UI Customization
Radar features
Future Playable Maps
Ships Developed by the Community
Warning NPC's of Attack
NPC crew AI
Clothing Damage
Character Creator
Interior Damage System
Roaming Floating Structures
Vehicles for Planetside
NPC dialogue
Electronic Warfare in the PU
Player Owned Cargo Space
NPC population in the PU
Salvaging Mechanic
Ship Aging
Linux Client
In game Banking
VR
Medic and Surgeon Skill progression
Mining and resource gathering
Fabricate weapons/armor/ship parts
FPS Armor Types
Join in-progress free flight games
Hangar parties & instancing
Physical grappling beam
Multicrew keycards
Repairing Gold Horizon Space Stations
Taxation
Natural areas in the 'Verse
FPS environmental hazards
Store ore in your hangar
Organic ships
Ship spoofing
Non-combat ships
Search players for weapons
Flying a ship without a hud
Starting wars between the different races
Tractor Beams
NPCs react to weapons
Drop pods
Limb Damage
Bounty Hunting
Org recruiting NPCs
NPCs using different loadouts
Resource Spawning
NPC & Human scanning
TL : DR pretty much everything.
SC thread v5: Complaining about a game in production stage not having all the features and polish of the final release.
Just listening the the Planet Coaster stream that's on at the moment. Dev on the stream said said that there's no mocap in it*, all the animation was done by 6 people and if you played it all back-to-back it would take over 2.5 hours to play it all.
*that confirms btw that the mocap jobs listed on the Frontier website some time ago were most certainly ED related.
I'm not complaining, I love comedy.
Limb damage is in .. snip .. Arms and legs all over the place, heads missing, the lot.
Just listening the the Planet Coaster stream that's on at the moment. Dev on the stream said said that there's no mocap in it*, all the animation was done by 6 people and if you played it all back-to-back it would take over 2.5 hours to play it all.
*that confirms btw that the mocap jobs listed on the Frontier website some time ago were most certainly ED related.
Just listening the the Planet Coaster stream that's on at the moment. Dev on the stream said said that there's no mocap in it*, all the animation was done by 6 people and if you played it all back-to-back it would take over 2.5 hours to play it all.
*that confirms btw that the mocap jobs listed on the Frontier website some time ago were most certainly ED related.
It is possible they are working on unannounced IP or they were simply experimenting with the idea. Things do change on a dime in the world of game dev.
What does ED need mocap for anyway? I wanna see Planet Coaster people walking around the stations, that'll be just fine for me. All voiced by delightful character actor Lewis MacLeod (The Coaster King), also the voice of Sebulba in The Phantom Menace. I once saw a live recording of his Radio 4 show nobody remembers.
Well spotted, haven't checked any FD job postings nor read about it elsewhere.
SC thread v5: Complaining about a game in production stage not having all the features and polish of the final release.
I would actually love it if Frontier did a SQ42 style cast trailer for some minor content, but instead of the Hollywood "A-listers" it was extras from Holby City, Casualty or The Bill, and they had to explain underneath who each member of cast was, and some of them were just appearing in panto and stuff.
They need the AI for 3.0, so it can't be delayed too much. I'm confident that they are working on it because they need that. Same for the networking, they need it for 3.0, so they must be working on that.