The Star Citizen Thread v5

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And it would so even faster if at the start and end of it, for whatever fulfilling or unfulfilling action you do currently, you had another 10 minutes of walking simulator to slog through.

He doesnt like ED, rather he is our resident NMS fanboy. So flying=bad, walking=good. The less flying, the less space and the less 'boring astronomy', the more he likes it. :)
 
It's confirmed: we're living in a split universe, with alternate realities running side by side. Because otherwise I have no idea where he got to see the alleged transparency or the "reverse innovation" (I was not aware that Star Citizen was developed in a third world country)

The things he takes issues with are often non-consequential stuff, like what ship is in what package or the way they sell merchandize. How come he's not fazed by the TOS change? The flight mechanics? The stability issues? The glaring spin show they put on with Star Marine, when they claimed it's weeks and not months, then cancel it, then say it isn't canceled but in the game already, then say they're gonna do it again, then do it and it's nowhere near as deep as what they already had earlier from Ilfonic.

No, that letter is firmly rooted in la-la-land. I mean, NOW you complain about the lack of progress? I thought it just takes time, and we ought to just wait forever? Wasn't that the spiel? "Even if SC never releases, it's already the best game ever" fans wrote, not too long ago.

Couldn't rep so I'm +1ing from here.

This puts well into words the issue I have with the "turnaround" (if you could call it that) we saw on reddit. People were upset, yes... but they were upset over things that are clearly symptoms of something deeper, while still denying that there is a deeper problem. Maybe it's the first step on the road to awareness of what's going on at CIG, but still...

I still have very little sympathy for the backer base, or at least the part of it active on reddit. They're not to blame for what's happening at CIG, but they've enabled it to a large extent.
 
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As opposed to the "tedium" of Supercruise in Elite because of 1-1 galaxy guff? Spending 3 minutes staring at a pixel as number scroll down get's old really fast.

I wouldn't entirely disagree - I do feel that supercruise is a pointless component of ED, added to satisfy alpha/beta players rather than for any particular gameplay purpose. As I've mentioned before, I'd prefer to see supercruise rebuilt with a focus on gameplay and multi-crew. I could imagine a plotter that comes with preset routes, or lets the player plot their own route. Maybe flying 'near' a planet allows a faster trip, maybe rings create anomalies that make avoidance easier etc. [and scrap the annoying 'gravity slow-down' mechanic]

But is it possible to have too much flying spaceships in a game about flying a spaceship?

I think there's more leeway for 'too much flying' than 'too much walking' in this genre.
 
I wouldn't entirely disagree - I do feel that supercruise is a pointless component of ED, added to satisfy alpha/beta players rather than for any particular gameplay purpose. As I've mentioned before, I'd prefer to see supercruise rebuilt with a focus on gameplay and multi-crew. I could imagine a plotter that comes with preset routes, or lets the player plot their own route. Maybe flying 'near' a planet allows a faster trip, maybe rings create anomalies that make avoidance easier etc. [and scrap the annoying 'gravity slow-down' mechanic]

But is it possible to have too much flying spaceships in a game about flying a spaceship?

I think there's more leeway for 'too much flying' than 'too much walking' in this genre.

Well put.
 
I believe when walking will come FD will recommend add gamepad to the mix for that :) Lot of commanders already use two sets of controllers for different parts of the game.

But yeah, lot of technical issues implementing walking which integrates well in ED. Funny how SC don't talk about VR anymore :D

M&K ftw!
 
I have never understood the desire to skip the flying space ships in the flying space ships game. Supercruse is what makes ED an amazing game, with out it it would just be a connection of small rooms, and people would really complain about how it all feels the same.
 
He doesnt like ED, rather he is our resident NMS fanboy. So flying=bad, walking=good. The less flying, the less space and the less 'boring astronomy', the more he likes it. :)

Sounds like he should be playing World Of Warcraft, not space games.

I have never understood the desire to skip the flying space ships in the flying space ships game. Supercruse is what makes ED an amazing game, with out it it would just be a connection of small rooms, and people would really complain about how it all feels the same.

Definitely. I can imagine the scale of space far more in Elite than I can in EVE because of the perspective you can get of a star system and that only comes through supercruise and the way it is implemented.
 
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I have never understood the desire to skip the flying space ships in the flying space ships game. Supercruse is what makes ED an amazing game, with out it it would just be a connection of small rooms, and people would really complain about how it all feels the same.

This. And I for one think they quite nailed the balance between conveying the sense of scale - of actualy being in a incommensurable vastness - and avoiding boredom (though there's exceptions like Hutton but see what emerged from this :) )
 
Supercruise provides a sense of scale in ED, as simple as that.
I would never want them to remove it. What I would like though, is to minimize or get rid of instance loading times, but I don't think that's possible :(
 
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Supercruise is important for pirates. Without it, they'd all be sitting outside stations and we know that doesn't work.
Star Citizen has instant hops which convey no sense of scale or distance.

(Michael reads this thread? Mind blown!)
 
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He doesnt like ED, rather he is our resident NMS fanboy. So flying=bad, walking=good. The less flying, the less space and the less 'boring astronomy', the more he likes it. :)

Fanboyism aside, I don't like the way ED is heavy on loading scre... err, witchspace transitions either. Getting anywhere is not particularily fun and to spoil the last bit of fun, Elite's current idea of adding danger to travel is to add cheap interdiction harassment depending on your cargo/mission etc.. There's no skill based mechanic to avoid that, no stealth mechanics in supercruise etc. and if you're not allowed to be scanned, I beliebe NPCs still are unimpressed by silent running, no? Supercruise in general, I think is a great way to connect normal flight instances. Gives great perspectives of the solar systems, although acceleration and deacceleration traveling from and towards gravity sources could be a tad quicker. But it's underdeveloped as well, so long as there is no micro jump between stars of a system, especially distant ones. Watching Netflix, because it takes 15 minutes to half an hour supercruise in a straight line where you need to be? That's not playing a game, but seeking distraction to avoid its game design/shortcomings (sometimes the same thing in Elite). But I do want space legs, so long as they're not misused as added tedium to access mission givers, but add nice mechanics, like Space Hulking your way through a lifeless (or not so much? ;-) ) generation ship hull.


And to go back to Star Citizen, travel is another blind spot there. There's the in-system jumps between POIs and there's the kinda somehow inter system worm holes. How do you interdict ships in in-system jumps? How much time does travel between systems take etc.?
 
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Supercruise is important for pirates. Without it, they'd all be sitting outside stations and we know that doesn't work.
Star Citizen has instant hops which convey no sense of scale or distance.

(Michael reads this thread? Mind blown!)

I like super-cruise, fly a curve to avoid gravity wells and maximize speed, shift your stern about to avoid being interdicted, get a perfect approach angle on a station and most importantly research your destination to avoid spending an hour there with nothing to do.

I think Michael knows his onions and understands that learning from the mistakes of others is a pain free way to gain valuable experience.
 
Fanboyism aside, I don't like the way ED is heavy on loading scre... err, witchspace transitions either. Getting anywhere is not particularily fun and to spoil the last bit of fun, Elite's current idea of adding danger to travel is to add cheap interdiction harassment depending on your cargo/mission etc.. Supercruise in general, I think is a great way to connect normal flight instances. Gives great perspectives of the solar systems, although acceleration and deacceleration traveling from and towards gravity sources could be a tad quicker. But it's underdeveloped as well, so long as there is no micro jump between stars of a system, especially distant ones. Watching Netflix, because it takes 15 minutes to half an hour supercruise in a straight line where you need to be? That's not playing a game, but seeking distraction to avoid its game design/shortcomings (sometimes the same thing in Elite). But I do want space legs, so long as they're not misused as added tedium to access mission givers, but add nice mechanics, like Space Hulking your way through a lifeless (or not so much? ;-) ) generation ship hull.


And to go back to Star Citizen, travel is another blind spot there. There's the in-system jumps between POIs and there's the kinda somehow inter system worm holes. How do you interdict ships in in-system jumps? How much time does travel between systems take etc.?

Well, its only fifteen minutes of nothing because you chose to go to a place thats far from the primary star, and chose to do nothing for the time it takes to get there. I personally prefer ED to remain diverse, offering long trips for the Hutton truckers, mini trips, non-stop action, almost no action etc. That does mean the user is responsible for chosing the activities they enjoy, but its IMHO better than forcing everyone into one mold just because its convenient or easier. After 1700 hours or so I myself havent yet turned to netflix or some such while playing this, or any other, game. If whatever I am doing is so tedious I'd just do something else in the game, or if that fails, not play that game. :)

- - - Updated - - -

I like super-cruise, fly a curve to avoid gravity wells and maximize speed, shift your stern about to avoid being interdicted, get a perfect approach angle on a station and most importantly research your destination to avoid spending an hour there with nothing to do.

Ha, yeah its actually quite fun to race to stations when in a wing, somehow it always turns into a competition. :p
 
That does mean the user is responsible for chosing the activities they enjoy, but its IMHO better than forcing everyone into one mold just because its convenient or easier.

You'd never be forced to use micro jumps, you know? ;) But other players who are at the mercy of the missions the current system generates are forced to point their ship somewhere and do nothing unless they avoid the particular parts of the game altogether.

Just like it'd be a great solution to offer missions from the board in the ship bridge, but optionally have the opportunity to walk up to the mission giver, for both Star Citizen and Elite. Offer a good game to those that would like it, while also offer those who want to take their time for whatever they require for immersion the option to do that.
 
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Mu77ley

Volunteer Moderator
I wouldn't entirely disagree - I do feel that supercruise is a pointless component of ED, added to satisfy alpha/beta players rather than for any particular gameplay purpose. As I've mentioned before, I'd prefer to see supercruise rebuilt with a focus on gameplay and multi-crew. I could imagine a plotter that comes with preset routes, or lets the player plot their own route. Maybe flying 'near' a planet allows a faster trip, maybe rings create anomalies that make avoidance easier etc. [and scrap the annoying 'gravity slow-down' mechanic]

But is it possible to have too much flying spaceships in a game about flying a spaceship?

I think there's more leeway for 'too much flying' than 'too much walking' in this genre.

Supercruise is essential to the feel of the game. Without Supercruise there is no space. It just turns into a (boring) boxed level game like the X series, EVE, etc.
 
Supercruise is important for pirates. Without it, they'd all be sitting outside stations and we know that doesn't work.
Star Citizen has instant hops which convey no sense of scale or distance.

(Michael reads this thread? Mind blown!)

It must be great to know that when you're having a dev bad day, it could be much, much worse ;)
 
Ha, yeah its actually quite fun to race to stations when in a wing, somehow it always turns into a competition. :p

My favourite thing in CGs is to race others from the star to the station!

Stigbob said:
I think Michael knows his onions and understands that learning from the mistakes of others is a pain free way to gain valuable experience.
AKA Schadenfreude? :D
Except you have a nicer way of putting it!

Why not? This thread is comedy gold...

Indeed. Asp has been very negligent in supplying us with more lulzbuckets.
My popcorn needs replenishing.
 
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