Author
|
Topic: Chris Roberts Back in your wallet - STAR CITIZEN (Read 1018023 times)
|
Samprimary
|
Next million dollar tier is "Idris-Q unlocked"
Then after that it's "Golden Gate Bridge unlocked"
|
|
|
|
calapine
Terracotta Army
Posts: 7352
Solely responsible for the thread on "The Condom Wall."
|
|
Restoration is a perfectly valid school of magic!
|
|
|
Hoax
Terracotta Army
Posts: 8110
l33t kiddie
|
Anvil Carrack – The Anvil Carrack has been the vanguard of every UEE exploration effort in recent years. Featuring reinforced fuel tanks for long-duration flight, a highly advanced jump drive array and a dedicated computer core room that allows it to put the maximum processing power into jump charting operations. Originally a military exclusive, the Carrack is now available for civilian use as a pathfinder spacecraft. Features on-board accommodations to allow for truly self-sufficient flight, including crew medical and repair facilities, and a mapping-oriented sensor suite capable of always charting a route home! Nobody who isn't totally new at this should be able to read this with a straight face. There is zero chance any/most/all of that will matter if there is a game. Its like Marg or someone was saying, instead of starting with a game and making ships that work in that game they keep promising ships that imply that things like "finding a way home using your super nav computer" will have real gameplay effects. They won't. Even if they had 5 years of solid breakneck development they couldn't ship something that finds non broken meaningful purposes just for this bullet list of features from their 33mil ship: -Long duration flight. What does that mean? Will you run out of fuel on other ships? Why/how is that fun? For what benefits is that part of the game? Does this mean they have to make zones so big that some ships can't make it to points of interest without preparing in advance for the long flight?-Better jump charting operations. -Pathfinding spacecraft. That's not a real role. There is zero chance at launch that there will be a reason for players to need to "pathfind" anything. Can you imagine the size and scope of the zones and the intentional info denial you would need to create such a role? Then someone "pathfinds" everything and puts it on a website and now what? Or is the star citizen universe limitless now?-On board accomodations! I will be fucking floored if walking around your own ship is much more interactive or useful than it is in fucking Star Trek Online. I guess this counts as having extra nice player housing though?-Self sufficient flight! This makes it sound like your ship has a kitchen and a bedroom which is great and totally needed in this game! But it won't be! Its a best RP/fluff wank!-Crew medical bays! Not a thing! Everyone else needs to go visit a space station doctor acting catching mondolargian flu while visiting the rich vistas of... just nope. Not going to be a real gameplay aspect.-Repair facilities! At best some kind of ship special passive or something? Maybe this will be real. I doubt it though. Remember these can't just be basic QoL perks because its implied other ships DONT HAVE THEM.-Always chart a route home! Now maybe this is all supposed to be fluff. Akin to how in Battletech TRO's they talked about which brand of PPC each mech had and what planet the metal was sourced from. But the thing is every battlemech or every eve spaceship is built to perform an actual role players have incentive to need/want to perform. Pathfinding in your self sufficient lassie-ship... Not so much.
|
|
« Last Edit: November 26, 2013, 02:44:24 PM by Hoax »
|
|
A nation consists of its laws. A nation does not consist of its situation at a given time. If an individual's morals are situational, then that individual is without morals. If a nation's laws are situational, that nation has no laws, and soon isn't a nation. -William Gibson
|
|
|
calapine
Terracotta Army
Posts: 7352
Solely responsible for the thread on "The Condom Wall."
|
Anvil Carrack – The Anvil Carrack has been the vanguard of every UEE exploration effort in recent years. Featuring reinforced fuel tanks for long-duration flight, a highly advanced jump drive array and a dedicated computer core room that allows it to put the maximum processing power into jump charting operations. Originally a military exclusive, the Carrack is now available for civilian use as a pathfinder spacecraft. Features on-board accommodations to allow for truly self-sufficient flight, including crew medical and repair facilities, and a mapping-oriented sensor suite capable of always charting a route home! Nobody who isn't totally new at this should be able to read this with a straight face. There is zero chance any/most/all of that will matter if there is a game. Its like Marg or someone was saying, instead of starting with a game and making ships that work in that game they keep promising ships that imply that things like "finding a way home using your super nav computer" will have real gameplay effects. They won't. That obviously fluff text and not a gameplay promise. I am out of this part of the discussion though, this is getting silly.
|
Restoration is a perfectly valid school of magic!
|
|
|
Mrbloodworth
Terracotta Army
Posts: 15148
|
-Long duration flight. -Better jump charting operations. -Pathfinding spacecraft. -On board accomodations! -Self sufficient flight! -Crew medical bays! -Repair facilities!
-Ships have fuel. Not all are jump capable. Like most fighters. - There are to be undisclosed sectors that you have to find, and navigate the jump, in turn you can sell the location and flight data ( Web site won't help, as you need the flight data to get though ) Its a commodity for exploration game play. Also, they have said as they expand the galaxy, the jump locations will not be reviled, and if you are fist, you get to name it ( CS approval, of course ) - See above. Could be shortened jump navigation game, or something, not sure. See below - Many of the ships have eating, sleeping ( This is a mechanic ) and toilet areas. They aim to create Believable ships that could support life in space, functional or not. - You can be injured/Killed, as you are not just a ship. Planet side, space walking/EVA, and possibly as your ship takes damage. ( The have cited FTL ) - This could mean the ability to repair other ships ALA the Repair droids they have discussed, or some sort of crafting thing. Fuel Usage and Range - Exploration will involve "expanded and/or efficient fuel consumption, including lighter hulls/armor." Source
- Speed will affect fuel efficiency, so going slower will increase your range. Source
- Range will be a matter of fuel supply and engine efficiency. Source
- Fuel is only used if you use thrusters. Turning off the IFCS and engines will allow you to coast. Source
- Using Jump Points will not consume fuel. Source: WH36, approx 14 minutes in.Thanks to @23_TSF for the citation.
What will Explorer's be able to find? - About 70% of each star system will be unexplored. Source
- Alien Wrecks. Source
- Asteroid fields with resource deposits. Source
- Lots of interesting space features. Source Another
- Possibly "Treasure Island" style treasure hunts triggered by found artifacts. Source
- Derelicts
- Some derelicts can be explored on foot. Source
- Repairable Bengal Carriers
- Asteroid Bases
- Old areas will have some system for keeping them explorable. Source
- Rare, unexpected and possibly unique encounters that are not persistent, perhaps found by following faint hints and trails. Source
- The Salvage mechanic will likely be a primary source of income for many explorers. Source
Salvage Mechanic: Salvage isn’t an aside: it’s a career, with its own mechanic, story tie-ins and universe-shaping endgames. Search the galaxy for a host of valuable and interesting secrets using both the flight and FPS components. Discover the secrets of the ancient Hadesians, locate valuable components and cargo… or go down in history the first to make contact an entirely new alien race!
- Discovering a jump point to an unknown system will be highly valuable, as well as granting you naming rights.
- Presumably discovering unknown jump points to known systems will have monetary rewards.
- We can record resource locations and sell that information. Source
- Selling resource locations to an NPC store gives royalties on the sale of that info. Source
- Resource deposits can be over-mined and exhausted. Source
- Presumably the treasure hunts mentioned above will have some cash value.
- Identifying and following ships with bounties, and selling their locations. Source
- Scout Escorts: Rob Irving has said it may be possible to share autopilot data for formation flying. This may allow "slaving" a customer's autopilot to your nav data and guiding them through hazards. I've asked directly if that's the plan and will update if/when he answers. Source
- We will be able to take missions from the OES. As an intel office, that may mean scouting missions. Source
[ul] - Explorers can manually fly through regions others "fast travel" over.
- Autopilot (Fast Travel) is [ u]not[ /u] required in-system. Jump points are required between systems. Source
- Mention of explorers specifically avoiding the fast travel mechanic. Source
- Waypoints can be used to create a search pattern. Source
- An amazing interactive map by @Zuur Link
- There will be space hazards. No word on if they will require advanced sensors to detect or specialized protection to survive. Source
- No space monsters. Source
- We can keep souvenirs of our travels. Source
- There will be a coordinate system and landmarks. Source
[/ul] RE: Sensors So, we just started implementation of the signature and radar system in the engine a week or two ago. At its most basic level it works something like this: A target emits a signature, that signature is modified by environmental effects and any boosting effects such as an extra sensitive radar unit, or an active ping etc. If that signal is over the threshold of a listening device then it is a certain target, if it is under the threshold but under the maximum range of the listening device then it is an uncertain target. The level of uncertainty scales with the difference between the threshold and the the signal.
The primary method of sensor control will be whether you are using active or passive listening, and setting your focus width. Narrow bands are more sensitive and can detect targets with greater certainty, but their use comes at the cost of creating large radar blind spots. It will be up to you to select the radar mode you want to use in any given scenario. (a tip of the hat to a commenter in this thread who suggested this functionality, proof that we do incorporate your suggestions into our designs!)
Positional sensor data will primarily take the form of the radar display which is based on and evolved from the Wing Commander style display. Informational sensor data display relies heavily on the HUD/cockpit UI design which is just in its initial research phase. Source[/list][/list] EDIT: Formatting and link fixes.
|
|
« Last Edit: November 26, 2013, 01:16:10 PM by Mrbloodworth »
|
|
|
|
|
ajax34i
Terracotta Army
Posts: 2527
|
Well, I think Hoax is saying that none of this list will make it into the game, which will make the ship description fluff, and you're quoting all these lists as proof of implementation. So I guess it's saved for posterity and we can come back to this post when the game is released and figure out who's right and wrong. Edit your posts and put your wagers in, if you wish to make the whole thing "interesting."
|
|
« Last Edit: November 26, 2013, 01:21:56 PM by ajax34i »
|
|
|
|
|
Paelos
Contributor
Posts: 27075
Error 404: Title not found.
|
-Long duration flight. -Better jump charting operations. -Pathfinding spacecraft. -On board accomodations! -Self sufficient flight! -Crew medical bays! -Repair facilities!
-Ships have fuel. Not all are jump capable. Like most fighters. - There are to be undisclosed sectors that you have to find, and navigate the jump, in turn you can sell the location and flight data ( Web site won't help, as you need the flight data to get though ) Its a commodity for exploration game play. Also, they have said as they expand the galaxy, the jump locations will not be reviled, and if you are fist, you get to name it ( CS approval, of course ) - See above. Could be shortened jump navigation game, or something, not sure. See below - Many of the ships have eating, sleeping ( This is a mechanic ) and toilet areas. They aim to create Believable ships that could support life in space, functional or not. - You can be injured/Killed, as you are not just a ship. Planet side, space walking/EVA, and possibly as your ship takes damage. ( The have cited FTL ) - This could mean the ability to repair other ships ALA the Repair droids they have discussed, or some sort of crafting thing. Fuel Usage and Range - Exploration will involve "expanded and/or efficient fuel consumption, including lighter hulls/armor." Source
- Speed will affect fuel efficiency, so going slower will increase your range. Source
- Range will be a matter of fuel supply and engine efficiency. Source
- Fuel is only used if you use thrusters. Turning off the IFCS and engines will allow you to coast. Source
- Using Jump Points will not consume fuel. Source: WH36, approx 14 minutes in.Thanks to @23_TSF for the citation.
What will Explorer's be able to find? - About 70% of each star system will be unexplored. Source
- Alien Wrecks. Source
- Asteroid fields with resource deposits. Source
- Lots of interesting space features. Source Another
- Possibly "Treasure Island" style treasure hunts triggered by found artifacts. Source
- Derelicts
- Some derelicts can be explored on foot. Source
- Repairable Bengal Carriers
- Asteroid Bases
- Old areas will have some system for keeping them explorable. Source
- Rare, unexpected and possibly unique encounters that are not persistent, perhaps found by following faint hints and trails. Source
- The Salvage mechanic will likely be a primary source of income for many explorers. Source
Salvage Mechanic: Salvage isn’t an aside: it’s a career, with its own mechanic, story tie-ins and universe-shaping endgames. Search the galaxy for a host of valuable and interesting secrets using both the flight and FPS components. Discover the secrets of the ancient Hadesians, locate valuable components and cargo… or go down in history the first to make contact an entirely new alien race!
- Discovering a jump point to an unknown system will be highly valuable, as well as granting you naming rights.
- Presumably discovering unknown jump points to known systems will have monetary rewards.
- We can record resource locations and sell that information. Source
- Selling resource locations to an NPC store gives royalties on the sale of that info. Source
- Resource deposits can be over-mined and exhausted. Source
- Presumably the treasure hunts mentioned above will have some cash value.
- Identifying and following ships with bounties, and selling their locations. Source
- Scout Escorts: Rob Irving has said it may be possible to share autopilot data for formation flying. This may allow "slaving" a customer's autopilot to your nav data and guiding them through hazards. I've asked directly if that's the plan and will update if/when he answers. Source
- We will be able to take missions from the OES. As an intel office, that may mean scouting missions. Source
[ul] - Explorers can manually fly through regions others "fast travel" over.
- Autopilot (Fast Travel) is [ u]not[ /u] required in-system. Jump points are required between systems. Source
- Mention of explorers specifically avoiding the fast travel mechanic. Source
- Waypoints can be used to create a search pattern. Source
- An amazing interactive map by @Zuur Link
- There will be space hazards. No word on if they will require advanced sensors to detect or specialized protection to survive. Source
- No space monsters. Source
- We can keep souvenirs of our travels. Source
- There will be a coordinate system and landmarks. Source
[/ul] RE: Sensors So, we just started implementation of the signature and radar system in the engine a week or two ago. At its most basic level it works something like this: A target emits a signature, that signature is modified by environmental effects and any boosting effects such as an extra sensitive radar unit, or an active ping etc. If that signal is over the threshold of a listening device then it is a certain target, if it is under the threshold but under the maximum range of the listening device then it is an uncertain target. The level of uncertainty scales with the difference between the threshold and the the signal.
The primary method of sensor control will be whether you are using active or passive listening, and setting your focus width. Narrow bands are more sensitive and can detect targets with greater certainty, but their use comes at the cost of creating large radar blind spots. It will be up to you to select the radar mode you want to use in any given scenario. (a tip of the hat to a commenter in this thread who suggested this functionality, proof that we do incorporate your suggestions into our designs!)
Positional sensor data will primarily take the form of the radar display which is based on and evolved from the Wing Commander style display. Informational sensor data display relies heavily on the HUD/cockpit UI design which is just in its initial research phase. Source[/list][/list] EDIT: Formatting and link fixes. My bet? 70% of this gets junked or doesn't work as described.
|
CPA, CFO, Sports Fan, Game when I have the time
|
|
|
Mrbloodworth
Terracotta Army
Posts: 15148
|
I'm just posting the disclosed info, some of it is implemented according to the sources and developer postings. Much of this is not for Squadron 42, but the Persistent universe. Also, they have said many times, there will not be a traditional release/launch of the game. Its all in modules and stages, all pieced out to backers as its ready. Non-backers won't be able to buy the game until after the PU beta ( Retail price ). They also said, not everything they are discussing will be in a launch. This is a very different type of development plan. There will not be one giant " The game is done. launch." release like other games. I find it hard myself to try to pigeonhole this games development in the same vein of other titles. It simply will not be. As far as "not proof of implementation", no shit, games not even in alpha yet. The single player alpha isn't anticipated till August 2014. If you treat this project as a traditional "Data dump launch", you will be disappointed. I’d like to take a moment to discuss exactly what you’re getting. First and foremost, the Hangar Module you will load next week is by no means a finished product. It is the earliest build of anything I have ever shared with the public. In fact, it’s at an even earlier stage than I would feel comfortable giving to any publisher I’ve worked with in the past and long before I would be sharing builds with QA in a traditional game development schedule! But Star Citizen is all about trying new approaches in game development.
The Hangar Module was not something we promised during the initial crowdfunding campaign. We had originally promised to share how the game was made with regular updates on our website and give early backers access the full game’s Alpha and Beta builds. But once we started development we came upon the idea of taking the constant public iteration that you get with a “live” online game and applying it during the game’s development to allow us to engage and involve the Star Citizen community of backers in the process of the making of the game. The Hangar Module seemed like a natural choice for our first public facing deliverable. While it may not be as glamorous as the Dogfighting Module which we aim to deliver by the end of this year, it requires a whole bunch of content and functionality that the final game will use, from the ships and their data structures, to communicating with your account to installing and patching the client. The Hangar Module will be the base foundation that everything is added as we release additional modules, eventually cumulating in the full persistent world alpha / beta.
Revision 1 of the Hangar will be very simple. You will be able to walk around, enter the initial pledge ships and explore a ground level in CryEngine that shows the kind of detail we are putting into the full game. It is intended as a very basic example of our direction that we are putting out to reward our backers, something to give you a chance to view “your” ship for the first time. Be warned, we have only just begun the QA process. This is the first stable build, not a slick “open beta” or anything designed as a promotional tool. We’re letting you in on the ground floor because we want to open up the process. Expect to encounter crashes, rendering bugs and other issues. Your feedback will help improve Star Citizen.
We need your help to test the hangar, just like you will be testing the game itself. After release, we will open a special forum for reporting and tracking hangar bugs. Your reports will go directly to the team, who will act on the bugs. Please don’t report them to the support e-mail, as our CS staff won’t be able to walk through hangar issues just yet!
In the coming months, we plan to release additional “major” Revisions of the Hangar, where we add more functionality and content. Things like detailed customization of your personal hangar, persistence of the state of all your items (what is equipped and where), in client item purchasing and the ability to invite your friends to your hangar will be part of later revisions of the Hangar Module.
Just because we’ve launched a module to the community doesn’t mean that it’s completely done. It just means its ready for the community’s feedback and stress testing! Our plan is to update each module (Hangar, Dogfighting, Planet, Ship-boarding) multiple times as new features and content are completed before the full integration into the persistent universe. Also, when some of you post, you ascribe some level of arrogance that has never been shown by this group of developers. Perhaps you should not. They are quite humble, and have been during this entire process to date. They know its ambitious. And they are extreamly transparent, daily, weekly, constantly. This includes discussing ideas that may never happen. Also, for the record and for what its worth, there is zero NDA. GREETINGS Dunnlang - "SC really has the opportunity to feel like a living breathing world" - AGREED! All we have to do is not suck. All fine ideas by the way ... full of realism and supporting immersion ... great stuff. Ted
|
|
« Last Edit: November 26, 2013, 02:04:32 PM by Mrbloodworth »
|
|
|
|
|
jakonovski
Terracotta Army
Posts: 4388
|
Any sign of actual gameplay yet?
|
|
|
|
Paelos
Contributor
Posts: 27075
Error 404: Title not found.
|
Also, when some of you post, you ascribe some level of arrogance that has never been shown by this group of developers. Perhaps you should not. They are quite humble, and have been during this entire process to date. They know its ambitious. And they are extreamly transparent, daily, weekly, constantly. This includes discussing ideas that may never happen. Also, for the record and for what its worth, there is zero NDA.
Nope, extremely transparent is posting their financials. That's all I would want to see if I'm giving $250 for a digital asset. Because if I'm an "investor" or a "donor" those are my rights.
|
CPA, CFO, Sports Fan, Game when I have the time
|
|
|
Samprimary
|
i can't fault the developers at all. This is all insane, but I still think they're responding appropriately to the stimulus of people paying out thousands of dollars for ships.
|
|
|
|
lamaros
Terracotta Army
Posts: 8021
|
This project [...], you will be disappointed. I'm glad we can agree on something.
|
|
|
|
Merusk
Terracotta Army
Posts: 27449
Badge Whore
|
Any sign of actual gameplay yet?
I can understand how you missed it in the wall of text, so I cut it out for you: As far as "not proof of implementation", no shit, games not even in alpha yet. The single player alpha isn't anticipated till August 2014.
I laugh at peoples ignorance and blind fandom and, once again, am jealous I didn't think of it first.
|
The past cannot be changed. The future is yet within your power.
|
|
|
Margalis
Terracotta Army
Posts: 12335
|
I tried thumbing through the livestream.
Was it just a static cam of people sitting around a table for four hours?
|
vampirehipi23: I would enjoy a book written by a monkey and turned into a movie rather than this.
|
|
|
rk47
Terracotta Army
Posts: 6236
The Patron Saint of Radicalthons
|
You expect them to get drunk and start stripping each other?
|
Colonel Sanders is back in my wallet
|
|
|
Falconeer
Terracotta Army
Posts: 11125
a polyamorous pansexual genderqueer born and living in the wrong country
|
I tried thumbing through the livestream.
Was it just a static cam of people sitting around a table for four hours?
I did the same thing and I could barely keep my drink down as I kept wading through the archived stream only to see more talking faces, for hours. But believe it or not, there IS something new and kind of real to watch. Weapons!
|
|
|
|
Lucas
Terracotta Army
Posts: 3298
Further proof that Italians have suspect taste in games.
|
A user on Reddit did a great job in writing down everything that has been said throughout the livestream (especially the Q&A portions scattered here and there): http://www.reddit.com/r/starcitizen/comments/1rigza/star_citizen_stream_live_now/cdnkwhcLots of subjects covered. --- - They announced that the Hangar module will get two more iterations within Christmas: one is a graphical/performance pass, the other is the addition of a "firing range" where we'll be able to test out the ships' weapons while we wait for the DFM (dogfighting module) - Speaking of the DFM, Roberts confirmed that they won't use the native Cryengine infrastructure for the network play, but want to build their own so that they can start testing that from the beginning, but it will take more time, so we'll get the multiplayer version of the DFM probably around mid-february at the earliest (my estimate) Regarding the player vs. AI version of the DFM, it's a bit unclear: I'm not sure they will release it within the end of the year as expected, but probably within mid-january. --------- The "Avenger" ship (the military version of it will be your beginning ship in the Squadron 42 single-player campaign) has received a design pass, but, more importantly, Physically Based Rendering, or "PBR": http://www.youtube.com/watch?v=aVaR1wHRWX0An early look at the HUD, from the guy who worked on Ironman 3, John Likens: http://www.youtube.com/watch?v=d8vVP4Fbof4 (great video!) Obviously it needs some adjustments, there is too much stuff going on (although you can also minimize it, but it needs to be smaller). Each ship manufacturer will have its own HUD, althought different ships from the same manufacturer will have similar displays Orchestral recording session, with audio director Martin Galway and composer Pedro Camacho: http://www.youtube.com/watch?v=KrZpSPup9l4--- The scam is slowly coming together, you bitches . Still a scam, but at least it's good looking (yeah, well, wouldn't be much of a scam, otherwise) :P
|
" He's so impatient, it's like watching a teenager fuck a glorious older woman." - Ironwood on J.J. Abrams
|
|
|
Pennilenko
Terracotta Army
Posts: 3472
|
I bought my alpha and beta and release versions for 40 bucks and refuse to spend a dollar more, because I am not a raving lunatic. However, I am having a hard time hating on Roberts for what he is doing. Being the owner or president of a company resonates with me. He is responsible for feeding his team and making sure they stay employed for as long as possible. If I were him and a bunch of suckers (no offense please, it's the truth) wanted to keep throwing money at me, practically guaranteeing the financial stability of my company for many years, I would milk that shit for every penny I could. Then I would go to every company picnic and meeting with a smile on my face knowing that I was doing right by my employees.
|
"See? All of you are unique. And special. Like fucking snowflakes." -- Signe
|
|
|
jakonovski
Terracotta Army
Posts: 4388
|
I bought my alpha and beta and release versions for 40 bucks and refuse to spend a dollar more, because I am not a raving lunatic. However, I am having a hard time hating on Roberts for what he is doing. Being the owner or president of a company resonates with me. He is responsible for feeding his team and making sure they stay employed for as long as possible. If I were him and a bunch of suckers (no offense please, it's the truth) wanted to keep throwing money at me, practically guaranteeing the financial stability of my company for many years, I would milk that shit for every penny I could. Then I would go to every company picnic and meeting with a smile on my face knowing that I was doing right by my employees.
Remind me to never buy anything you're selling.
|
|
|
|
Merusk
Terracotta Army
Posts: 27449
Badge Whore
|
I bought my alpha and beta and release versions for 40 bucks and refuse to spend a dollar more, because I am not a raving lunatic. However, I am having a hard time hating on Roberts for what he is doing. Being the owner or president of a company resonates with me. He is responsible for feeding his team and making sure they stay employed for as long as possible. If I were him and a bunch of suckers (no offense please, it's the truth) wanted to keep throwing money at me, practically guaranteeing the financial stability of my company for many years, I would milk that shit for every penny I could. Then I would go to every company picnic and meeting with a smile on my face knowing that I was doing right by my employees.
Oh, absolutely. That's the beauty of it. They haven't had to take on any debit because they have a funding base of suckers willing to give them money for nothing. No piece of the company, no interest, no say in deadlines or proof of work, no method of refund and not even a gameplay advantage because they've stated these ships will be available in the game for game currency. I'm not being sarcastic when I say I'm jealous I didn't think of it first.
|
The past cannot be changed. The future is yet within your power.
|
|
|
Shaje
Terracotta Army
Posts: 14
|
You charge what the market will bear.
|
|
|
|
|
Gets
Terracotta Army
Posts: 1147
|
Quick, someone throw another $2 million in the bonfire.
|
|
|
|
schild
Administrator
Posts: 60350
|
I just want to say that Crysis wasn't very good and Crysis where you play a spaceship sounds fucking awful.
|
|
|
|
Mrbloodworth
Terracotta Army
Posts: 15148
|
Any sign of actual gameplay yet?
There was in 2012. Nope, extremely transparent is posting their financials. That's all I would want to see if I'm giving $250 for a digital asset. Because if I'm an "investor" or a "donor" those are my rights.
That's your personal stipulation for donating. Not everyone's. I am speaking on how they are chronicling, interacting with backers and openly discussing and showing the development. Hell, all backers have a program on their machine right now that's likely the earliest build of any game to be given to the public for any game. I laugh at peoples ignorance and blind fandom and, once again, am jealous I didn't think of it first.
I'm still in Wait and see as far as if this turns out any good. Past track record, whose on staff and the constant updates to backers makes me believe its on course to be good. That's not what I would define as "blind". It also does not mean I ignore information on the project to make a uninformed rant. I also do not define design intentions that do not come true as "lies" either. *Shrug* Some do. Be as skeptical as you guys want. Just don't expect those who are paying attention to feel the same way as deeply as you. The transparency of this development speaks a great deal to many people as far as projected quality. I Believe this is the key factor to the fundraising success. The assumption that there is zero reasons for this much money to be donated to this project, is false. It didn't happen for no reason. I'm referring to the "suckers" comments.
|
|
« Last Edit: November 27, 2013, 10:26:12 AM by Mrbloodworth »
|
|
|
|
|
Mrbloodworth
Terracotta Army
Posts: 15148
|
I just want to say that Crysis wasn't very good and Crysis where you play a spaceship sounds fucking awful.
You Can't be serious? CryEngine 3 is a platform, Crysis was a game. An extremely well received game at that. Not that the game Crysis has much to do with star citizen. But the CryEngine has powered some extreamly popular titles.
|
|
|
|
schild
Administrator
Posts: 60350
|
Ok.
|
|
|
|
Samwise
Moderator
Posts: 19299
sentient yeast infection
|
Any sign of actual gameplay yet?
There was in 2012. Does this refer to the hangar module? Because if so boy do I have a game to sell you.
|
|
|
|
Draegan
Terracotta Army
Posts: 10043
|
All the people ganging up on MB is crazy. Then again you pack of fiends is how I feel about the dopes that keep buying shitty WOW expansions.
|
|
|
|
Rasix
Moderator
Posts: 15024
I am the harbinger of your doom!
|
OK. Thanks.
|
-Rasix
|
|
|
Draegan
Terracotta Army
Posts: 10043
|
Your welcome. You may continue knashing your teeth.
|
|
|
|
Lucas
Terracotta Army
Posts: 3298
Further proof that Italians have suspect taste in games.
|
Some info about Squadron 42, extrapolated by the Reddit link I posted in my previous message: Q: How long is SQ42 game going to be?
A: Not just a tutorial. Mentioned 50 hours. Campaign will be "as big as any Wing Commander, even the biggest, or even a little bigger". 50-70 missions, and aren't all simple - they're multi-stage. Would be a "$200m big-ass Hollywood film". Lots of narrative, cool personalities, big set-pieces. You learn organically "in the action" - not in a boring tutorial way.
Q: Will there be FPS in SQ42? A: Yes, definitely boarding, probably on the ground as well. Not just flying.
Q: Will you be able to keep a ship at the end of SQ42?
A: Not particularly. End of SQ42 is mustering out - e.g. you don't get an F-16 if you leave the air force. You only take your friendships, reputation, and citizenship.
Q: Will there be a retirement benefit (e.g. more money) for getting higher rank in SQ42?
A: You can leave at various parts of the campaign, though you can't leave anywhere. Everyone will be at basically the same "level" when you finish. Finishing SQ42 might give you a few extra credits - haven't decided this yet - but it would be the same for everyone.
Q: Can you opt out of citizenship if you want to be a pirate? A: Yes. Not an issue. Just go start pirating.
Q: How will dialog work? A: Not a wheel system like Mass Effect. Based on first-person interaction - e.g. "catching someone's eye" to engage them. Previous actions and demeanor, whether you're looking them in the eye, etc. will affect how you interact with them. Maybe might hear your own internal thoughts like in Wing Commander 3/4. Mostly binary choices interspersed with eye contact/body language that affects how you interact with them. Won't be able to go back and redo conversations to try different options like in Mass Effect. "If you annoy someone, they will walk away from you". You have to make choices and can't go back.
Q: Will all game mechanics be introduced in SQ42 - e.g. salvage, etc.? A: Yes - goal is to teach you how systems work, how to repair, etc. in an organic way in the story.
Q: Will there be difficulty levels in SQ42? A: Not sure yet. Would be fairly simple to have easy/medium/hard. May do this - haven't made a choice yet. Don't want to make it too easy though.
Q: Character customization in SQ42? A: You can create your character. Have a cool way to do this in-fiction. Not revealing too much yet.
Q: When will we see female character? A: Actively working on this. Have 3D model, but shifting to do facial and full-body scanning now. Current model is a "3/10" on quality vs. upcoming technology, so want to wait to show this until it's done.
Q: Will there be friendly fire in SQ42? A: Probably yes.
Q: Will there be a medal/ranking system? [bA: Yes, definitely. There will be medals/awards. Model is similar to Wing Commander.
Q: Number of flyable ships in SQ42? A: "At least six in some capacity or another". Fighter, bomber, transport, special ops, cap ship. Possibly more.
Q: Will all SQ42 dialog be voiced? A: Yes. And mostly mo-cap. "[Ryse] level or better".
Q: What inspires you for SQ42 story? A: Gladiator, WWII movies. Lots of Roman influence - Gladiator, 9th Legion. Apocalypse Now. Generation Kill. For the SC PU: Firefly. Cowboy Bebop. "Start really big, go from there"
Q: Will there be humor in SQ42? A: Yes. Even serious movies work best with some.
Q: Will all voices be British? A: No. There will be a mix. It will be cast like a big movie. Potentially some British, American, etc. Like in Wing Commander - more multicultural than the present.
|
" He's so impatient, it's like watching a teenager fuck a glorious older woman." - Ironwood on J.J. Abrams
|
|
|
DraconianOne
Terracotta Army
Posts: 2905
|
Any sign of actual gameplay yet?
There was in 2012. Does this refer to the hangar module? Because if so boy do I have a game to sell you. You can have this which was, apparently, rendered with the in-game engine. Not that's going to look anything like that on your machine obviously but look! Shiny!
|
A point can be MOOT. MUTE is more along the lines of what you should be. - WayAbvPar
|
|
|
Samwise
Moderator
Posts: 19299
sentient yeast infection
|
Any sign of actual gameplay yet?
There was in 2012. Does this refer to the hangar module? Because if so boy do I have a game to sell you. You can have this which was, apparently, rendered with the in-game engine. Not that's going to look anything like that on your machine obviously but look! Shiny! A trailer rendered with the game engine is even worse of an answer to "is there gameplay?" than the hangar thing.
|
|
|
|
DraconianOne
Terracotta Army
Posts: 2905
|
A trailer rendered with the game engine is even worse of an answer to "is there gameplay?" than the hangar thing.
Can't argue with that. For a game whose first pre-kickstarter trailer proudly heralded SC as the return of the space-sim, there's been an awful lot of (admittedly very pretty) footage the inside of the ships with well animated characters getting in and out of a bunk - but not so much of the actual flying through space shooting things part. But hey, at least you can land on Coruscant right?
|
A point can be MOOT. MUTE is more along the lines of what you should be. - WayAbvPar
|
|
|
|
|