The Star Citizen Thread v5

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In other poorly copy-pasted CIG news…

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Courtesy of Reddit some wonderful hilarity that's possibly NSFW proving without a doubt that it's now impossible to get outside in your pants.

Suits You Sir!

Here's another - assuming it's from the current build I guess everything is proceeding as expected...

*Warning* this link also contains commandos in underpants! Don't forget to press play!

[video]https://giant.gfycat.com/UnselfishNearHalicore.webm[/video]
 
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I really don't think SC needs anymore ships, they already can't balance what they have.

Looking at earlier games like Freelancer (and for that matter the amount of ships in Elite) I dont see why not.
Freelancer had 31 flyable ships and 24 additional non-flyable ships.

Star Citizen now has (lost count) aproximately 103 ships (planned or flyable) not counting NPC ships like larger capital and vanduul which will be about 10 chassis or so if I remember correctly.
And about 7-10 of those chassis are merely reskinned or slightly different variants so that's about 30 ships we can remove if we just judge by chassis.

So about 70 different chassis of ships...so far.

Just like Elite I see no problem with a nice selection of options.

And balancing the game at this point is rather early when the only thing we have is an arena fighter mode.

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ROFL! But I must say a fighter ship's cockpit isn't a safe place to have mutant sex.

The mile high club is sure getting desperate, could they not at least have taken a ship with cargo space.
 
Looking at earlier games like Freelancer (and for that matter the amount of ships in Elite) I dont see why not.
And balancing the game at this point is rather early when the only thing we have is an arena fighter mode.
Because it seems more logical to lay the groundwork of balance early with few archetypes THEN fill the gaps and add variations given this overall balance FOUNDATION.

But it's precisely what CIG do on a daily basis, putting the cart before the horse.

And balancing the game at this point is rather early when the only thing we have is an arena fighter mode.
QED: Arena should've been used exactly for that, but it's in perpetual fallow since the beginning.
 
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Because it seems more logical to lay the groundwork of balance early with few archetypes THEN fill the gaps and add variations given this overall balance FOUNDATION.

But it's precisely what CIG do on a daily basis, putting the cart before the horse.

QED: Arena should've been used exactly for that, but it's in perpetual fallow since the beginning.

At the same time, why not have parallel production, many companies use it.

- Mechanics, groundwork foundation by one section
- Assets, storyline, performance capture
- Ships and weapons

So once the groundwork is finished the assets can be quickly inserted and then you have more balance testing.

It's not like the groundwork and foundation would go faster by throwing money at it.

Not to mention that even if you add more ships later they would STILL have to be balanced and go through the same process so the only thing you do is at best move the costs of 3d artists in front of you AND have less content by release.

The main drawback i see is that by doing everything in parallel is that we now have a lot of ships and with delayed groundwork we cannot do much with them.

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I'm now anticipating 2.6.2: Tentacles.

That's when they add new alien species. The Kr'Thak, or Tentaculons as they will be named.
 
At the same time, why not have parallel production, many companies use it.

- Mechanics, groundwork foundation by one section
- Assets, storyline, performance capture
- Ships and weapons

So once the groundwork is finished the assets can be quickly inserted and then you have more balance testing.

It's not like the groundwork and foundation would go faster by throwing money at it.

Not to mention that even if you add more ships later they would STILL have to be balanced and go through the same process so the only thing you do is at best move the costs of 3d artists in front of you AND have less content by release.

The main drawback i see is that by doing everything in parallel is that we now have a lot of ships and with delayed groundwork we cannot do much with them.

Rather than rehashing old arguments please just refer to almost every game production cycle known to man - they don't do it all in parallel and there is a good reason. Without the groundwork laid the rest can change dramatically requiring reworking and huge amounts of wasted resources.
 
At the same time, why not have parallel production, many companies use it..

[...]

So once the groundwork is finished the assets can be quickly inserted and then you have more balance testing.

[...]

The main drawback i see is that by doing everything in parallel is that we now have a lot of ships and with delayed groundwork we cannot do much with them.

You answer the question yourself. Maybe with an adamant, exhaustive, swiss clockwork-like game design doc it could be possible. I will never bet a limb on CIG is having this.

Given SC features EVERYTHING is badly dependent of balance, eg: TTK should have an impact on how long one can evacuate a ship in case of destruction, so it impacts innards layouts, so it impacts ship's interiors AND exterior design.
 
Rather than rehashing old arguments please just refer to almost every game production cycle known to man - they don't do it all in parallel and there is a good reason. Without the groundwork laid the rest can change dramatically requiring reworking and huge amounts of wasted resources.

Of course, but hardly ship models.

They can easily balance ship attributes like speed, shield values and similar since just like Elite all those values are just that, numbers that have no real correlation with actual ship values like mass, thruster model or number etc.
 
Of course, but hardly ship models.

They can easily balance ship attributes like speed, shield values and similar since just like Elite all those values are just that, numbers that have no real correlation with actual ship values like mass, thruster model or number etc.

Well, when they're arguing they have fidelitized damage localization/destruction, yes numbers have direct correlation with design. That's what make their designs so off-topic with their gameplay claims.
 
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Is it true that you can't target subsystems in Star Citizen? I would have thought that would have built in from the start.
 
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