[video=youtube;6AiNxbv-a9s]https://www.youtube.com/watch?v=6AiNxbv-a9s[/video]
Gahhh I can't wait for 3.0 to get here
Oh my god is this some sort of salvaging/building mechanic being talked about ive always wanted a game where you salvage and rebuild derelicts. IS THIS WHAT THIS IS?
[QUOTE=Solomon;52466832]Oh my god is this some sort of salvaging/building mechanic being talked about ive always wanted a game where you salvage and rebuild derelicts. IS THIS WHAT THIS IS?[/QUOTE]
No. At least not these. What's being shown off is the technology they've developed for quickly adapting derelict ship props (every ship has or is going to have a derelict version for wreck use) to different planetside environments and different terrain conditions.
These derelicts are fixed installations, but they're built from the damage models of the full ships, so [U]in theory[/U] a derelict in space could be fixed up if the repair mechanic eventually lets you reattach and re-seal broken hulls. To the best of my knowledge, however, reassembling a catastrophically-ruined ship is not currently planned as a gameplay mechanic.
The "Lost & Found" clip is related to the Derelict Ships segment of this week's Around the Verse.
[video=youtube;I_rSQGavuiI]https://www.youtube.com/watch?v=I_rSQGavuiI[/video]
Boring :(
There is also the work they've been putting into catastrophically-damaged capital ships, because something a kilometer long does not simply explode into LEGO-sized pieces and leave nothing left. Check 19:28 and onwards in this video:
[video=youtube;ZNV-Y5hauZ0]https://www.youtube.com/watch?v=ZNV-Y5hauZ0[/video]
Star Citizen is trying to be a lot of things, but it's not attempting to be Space Engineers.
I don't like space engineers very much. All I'm saying is that all I wanna do is be some grubby salvager picking up the pieces after spess battles and scavenging on planets. Like Shipwreckers before it became Deserts of Kharak.
[QUOTE=elixwhitetail;52466845][video=youtube;I_rSQGavuiI]https://www.youtube.com/watch?v=I_rSQGavuiI[/video][/QUOTE]
15m and 17m are such great shots, latest videos have been super hype
Salvaging is a mechanic, but to be clear it's going to be for scrap and spare parts, not taking a twisted wreckage and turning it back into a ship. The Reclaimer is a large salvager ship, and it's got a giant claw arm on the front for grabbing and manipulating ship-sized objects.
The Reclaimer also has some parallels to a certain Weyland-Yutani ship and the devs are entirely conscious of this fact, such as its appearance in [URL="https://youtu.be/xKRX0ZwzXqk?t=2204"]this short cinematic showing off the new lighting/fog system[/URL] (and this may have been uploaded one week before some film's 38th anniversary).
They're really trying to make the game to end all games, eh? There's so much going into it.
[QUOTE=Minelayer;52467001]They're really trying to make the game to end all games, eh? There's so much going into it.[/QUOTE]
This is the game Chris Roberts always wanted to make but couldn't because the technology wasn't there. He came back because computers and broadband finally matured, and he promised to make a no-compromises PC game, free of publisher meddling, for the fans. Almost $154 million in crowdfunding in less than five years since the Kickstarter means he has a mandate to go all out. Shitting out a quick shmup in three years ain't gonna cut it.
On the other hand, the commitment to fidelity and depth and the insistence on "when it's ready" deadlines does have a drawback, and that's that the development cycle is [I]long[/I]. If anyone's interpreted my posts here as evangelism, don't buy in now unless you're willing to wait for the whole ride.
And it's honestly quite a ride. Dang track has bumps and stop signs all over the place. View is lovely though.
what i'd love to do is set up the idris with loads of salvaging ships to help people out
but the idris costs like, 5k $ to get so i have a feeling that i'm never going to get there just because that's an absurd amount of money
[QUOTE=Cloak Raider;52467598]what i'd love to do is set up the idris with loads of salvaging ships to help people out
but the idris costs like, 5k $ to get so i have a feeling that i'm never going to get there just because that's an absurd amount of money[/QUOTE]
You could join the Facepunch group and hope they get bigger ships. Getting an Idris on your own would be tough, operating it on your own would be crazy.
I wonder what it'll take to get the bigger, better, more advanced ships in-game over the whole buy-in thing. Too little and everyone who paid literal thousands of real dollars to get them will be burned, too much and it's close enough to "pay2progress"
Yea Capitals are a long ways off I wouldn't even look at them, Luckily I managed to swing a Bengal Carrier from a buddy of mine that was needing $1200 asap so we traded, I got an LTI Bengal was so worth it but its the only capital I have and honestly I dont think I will use as I doubt I will be able to use it in the full game because of operate cost looks like Capitals will need a whole community and or NPC Crew and I imagine that being really expensive to run solo.. But I got my Andromeda, Redeemer, Cutlass, F7A Hornet/ Super to keep me happy
I will pay money for a small to mid sized salvaging ship that looks like a shitty junker salvager but the developers have to make thematically appropriate spacesuits and shit too that are just as junky and shitty and low-tech as my salvaging ship
Erin Roberts recently said in an interview that the capital ships should be valuable, difficult-to-obtain assets that require a group's organization to obtain in a meaningfully short amount of time. He described the backers who pledged for the most expensive, largest ships as getting "good value" for their dollar. This is in the context of, smaller ships should be near-trivial to obtain, and the larger the ship the further up the scale the cost should go. And this makes sense, because a natural gate on the rarity of a ship is the cost and the availability. The pledge capships have always been sold in extremely limited quantities, as well, and CIG's goal was for these ships to be bought mainly by entire groups, not individuals.
The ordinary refrain of "all ships will be obtainable in-game, no pledging is necessary beyond a basic package" is still true, but in the case of capships I think the (expected) cost and difficulty in obtaining one is probably going to be justified. I'm not convinced it's at risk of being pay2progress mainly because of the very limited consignments and the significant undertaking in crewing and running a capital ship and not having it jacked from you by the first boarding party. If this was like Elite and flying a ~200m-long Imperial Cutter solo is no prob, I'd have a big problem with this, but a solo pilot is either going to be paying out the ass for NPC crew or is a sitting duck, and that should mitigate anyone paying for power they aren't prepared to wield. Additionally, the Javelin, the most expensive and largest pledge ship to be offered at $2500 (initially), comes with no weapons on it as the hulls were sold as decommissioned military ships, in the lore, so all the fun stuff is stripped out -- anyone buying a Javelin now has to dump insane amounts of credits in-game into finding and buying weapons for the thing, and that's not something they can spend cash to get around.
Also, just for the record, [URL="https://starcitizen.tools/List_of_ship_prices"]no single SC ship has ever been priced at $5k.[/URL] Some of them have been a pretty penny, but not quite that crazy.
[QUOTE=Cyler;52468160]Yea Capitals are a long ways off I wouldn't even look at them, Luckily I managed to swing a [B]Bengal Carrier[/B] from a buddy of mine that was needing $1200 asap so we traded, I got an LTI Bengal was so worth it but its the only capital I have and honestly I dont think I will use as I doubt I will be able to use it in the full game because of operate cost looks like Capitals will need a whole community and or NPC Crew and I imagine that being really expensive to run solo.. But I got my Andromeda, Redeemer, Cutlass, F7A Hornet/ Super to keep me happy[/QUOTE]
You mean an Idris, not a Bengal, right? The Bengal carrier is [I]never[/I] being put up for pledge sale.
[t]https://i.imgur.com/U5slpGF.png[/t]
Except for the time it was put up for "pledge" as a test of the store. Read the description carefully.
[QUOTE=Morbo!!!;52467740]I wonder what it'll take to get the bigger, better, more advanced ships in-game over the whole buy-in thing. Too little and everyone who paid literal thousands of real dollars to get them will be burned, too much and it's close enough to "pay2progress"[/QUOTE]
Because they are pledges, not purchases, ships will most likely be much easier to get than their pledge costs imply when compared to something like EVE values. Ship 'sales' are supposed to stop on release.
There will be people who feel obligated to yell about how the game should require years of grinding to get the ship they dropped some money on but tbh who cares about those idiots. At that point the game got their dosh and released anyways, its not CIG's fault if those backers expected them to fuck up the game just to give them an advantage.
[QUOTE=Solomon;52468164]I will pay money for a small to mid sized salvaging [B]ship that looks like a shitty junker[/B] salvager but the developers have to make thematically appropriate spacesuits and shit too that are just as junky and shitty and low-tech as my salvaging ship[/QUOTE]
Boy is Drake the ship manufacturer for you. There's no Drake salvage ship yet (ever?) but Drake's mission statement is basically cheap ships for scummy people. If salvaging gear becomes a thing you can install on any ship of the right size, chances are Drake's the manufacturer you'll want to look at for the right ship to slap a salvage rig onto.
[QUOTE=Mattk50;52468207]Because they are pledges, not purchases, [B]ships will most likely be much easier to get than their pledge costs implied[/B] when compared with something like EVE values. Ship sales are supposed to stop on release[/QUOTE]
This is very true for smaller ships, anything single-seat/small multicrew, but in a recent interview, Erin Roberts implied the opposite for the high end of the ship scale, as capitals should take considerable effort to obtain.
What does this mean for a midrange ship like an Endeavor or a Genesis Starliner? Don't know yet.
[QUOTE=elixwhitetail;52468178]Erin Roberts recently said in an interview that the capital ships should be valuable, difficult-to-obtain assets that require a group's organization to obtain in a meaningfully short amount of time. He described the backers who pledged for the most expensive, largest ships as getting "good value" for their dollar. This is in the context of, smaller ships should be near-trivial to obtain, and the larger the ship the further up the scale the cost should go. And this makes sense, because a natural gate on the rarity of a ship is the cost and the availability. The pledge capships have always been sold in extremely limited quantities, as well, and CIG's goal was for these ships to be bought mainly by entire groups, not individuals.
The ordinary refrain of "all ships will be obtainable in-game, no pledging is necessary beyond a basic package" is still true, but in the case of capships I think the (expected) cost and difficulty in obtaining one is probably going to be justified. I'm not convinced it's at risk of being pay2progress mainly because of the very limited consignments and the significant undertaking in crewing and running a capital ship and not having it jacked from you by the first boarding party. If this was like Elite and flying a ~200m-long Imperial Cutter solo is no prob, I'd have a big problem with this, but a solo pilot is either going to be paying out the ass for NPC crew or is a sitting duck, and that should mitigate anyone paying for power they aren't prepared to wield. Additionally, the Javelin, the most expensive and largest pledge ship to be offered at $2500 (initially), comes with no weapons on it as the hulls were sold as decommissioned military ships, in the lore, so all the fun stuff is stripped out -- anyone buying a Javelin now has to dump insane amounts of credits in-game into finding and buying weapons for the thing, and that's not something they can spend cash to get around.
Also, just for the record, [URL="https://starcitizen.tools/List_of_ship_prices"]no single SC ship has ever been priced at $5k.[/URL] Some of them have been a pretty penny, but not quite that crazy.
You mean an Idris, not a Bengal, right? The Bengal carrier is [I]never[/I] being put up for pledge sale.
[t]https://i.imgur.com/U5slpGF.png[/t]
Except for the time it was put up for "pledge" as a test of the store. Read the description carefully.[/QUOTE]
No, its a Bengal, it was a kickstarter pledge
I'm really interested in getting this, but I'm worried it'll be a lot like EVE and Elite Dangerous. Is it more for deep time investment space Sims or is there other stuff among it too?
[QUOTE=Cyler;52468306]No, its a Bengal, it was a kickstarter pledge[/QUOTE]
Except no it wasn't.
Even in the $10k tier, the highest tier, the biggest ship you got from it was a connie.
The bengal was [I]never[/I] a kickstarter pledge, it was [I]never[/I] a valid purchasable object in the store, and it [I]never will be.[/I]
Post your RSI profile or stop lying.
[QUOTE=Cyler;52468306]No, its a Bengal, it was a kickstarter pledge[/QUOTE]
Bengal carriers [I]were never offered in the Kickstarter[/I]. [URL="https://www.kickstarter.com/projects/cig/star-citizen"]The word Bengal does not appear anywhere on the Kickstarter page.[/URL] The UEE is only supposed to have five in operation (at least as of some random dev remark in 2013, who knows what the fleet has now).
[IMG]https://i.imgur.com/ZK7w3qZ.png[/IMG]
The Bengal is that huge motherfucker on top.
I'm certain you are mistaken about the name of the ship you have and don't own a [I]Bengal[/I]. Prove me wrong with a screenshot of your My Hangar page.
[editline]14th July 2017[/editline]
[QUOTE=ChicagoMobster;52468329]I'm really interested in getting this, but I'm worried it'll be a lot like EVE and Elite Dangerous. Is it more for deep time investment space Sims or is there other stuff among it too?[/QUOTE]
To answer your question, that depends on what you mean.
Star Citizen intends on being a first-person persistent universe with a variety of career paths beyond just space combat. There is planned gameplay support for combat (both spaceship combat and fps on the ground/in EVA), hauling/trading, information running, bounty hunting, piracy, EWAR, exploration and charting, science, passenger transport, ship repair, salvage, search & rescue, racing, streaming within the game (to surfaces within the game/streaming outlets external to the game e.g. Twitch), fuel scooping and refining, mining, and [URL="https://robertsspaceindustries.com/comm-link/transmission/15274-Careers-Intergalactic-Food-Delivery"]ramen delivery[/URL]. Okay, that last one was an April Fool's joke.
There are no RPG skill trees or levels -- everything will be based on player skill. Many careers will require specialized equipment to perform effectively or at all, of course, but that's just a matter of gearing up. Some professions may require additional prerequisites, such as all (legal) bounty hunters needing to be a licensed member of the bounty hunting guild, to accept formal missions, but if you can get your hands on a mining ship and you're good enough at controlling the mining laser, tada you're a skilled miner.
The idea is that you log into Star Citizen and begin your session by deciding what you want to do, and then gearing up your ship and getting into it and flying off to go do what you wanted. If you only play casually, you'll advance in wealth and equipment flexibility at an appropriate rate, but if you're more of a dedicated player you'll just have that much more opportunity to turn time into reward -- but all money does is expand your flexibility to get ships with more specialized roles/better gear and to get bigger ships which again expand flexibility and potency but come with larger crew commitments and overhead costs.
[QUOTE=elixwhitetail;52468369]Bengal carriers [I]were never offered in the Kickstarter[/I]. [URL="https://www.kickstarter.com/projects/cig/star-citizen"]The word Bengal does not appear anywhere on the Kickstarter page.[/URL] The UEE is only supposed to have five in operation (at least as of some random dev remark in 2013, who knows what the fleet has now).
[IMG]https://i.imgur.com/ZK7w3qZ.png[/IMG]
The Bengal is that huge motherfucker on top.
I'm certain you are mistaken about the name of the ship you have and don't own a [I]Bengal[/I]. Prove me wrong with a screenshot of your My Hangar page.
[editline]14th July 2017[/editline]
To answer your question, that depends on what you mean.
Star Citizen intends on being a first-person persistent universe with a variety of career paths beyond just space combat. There is planned gameplay support for combat (both spaceship combat and fps on the ground/in EVA), hauling/trading, information running, bounty hunting, piracy, EWAR, exploration and charting, science, passenger transport, ship repair, salvage, search & rescue, racing, streaming within the game (to surfaces within the game/streaming outlets external to the game e.g. Twitch), fuel scooping and refining, mining, and [URL="https://robertsspaceindustries.com/comm-link/transmission/15274-Careers-Intergalactic-Food-Delivery"]ramen delivery[/URL]. Okay, that last one was an April Fool's joke.
There are no RPG skill trees or levels -- everything will be based on player skill. Many careers will require specialized equipment to perform effectively or at all, of course, but that's just a matter of gearing up. Some professions may require additional prerequisites, such as all (legal) bounty hunters needing to be a licensed member of the bounty hunting guild, to accept formal missions, but if you can get your hands on a mining ship and you're good enough at controlling the mining laser, tada you're a skilled miner.
The idea is that you log into Star Citizen and begin your session by deciding what you want to do, and then gearing up your ship and getting into it and flying off to go do what you wanted. If you only play casually, you'll advance in wealth and equipment flexibility at an appropriate rate, but if you're more of a dedicated player you'll just have that much more opportunity to turn time into reward -- but all money does is expand your flexibility to get ships with more specialized roles/better gear and to get bigger ships which again expand flexibility and potency but come with larger crew commitments and overhead costs.[/QUOTE]
How long till you can actually do all those things
Are there already people out there getting a leg up? Or are the playable things just teases of what's to come?
[QUOTE=The Rifleman;52468512]How long till you can actually do all those things[/QUOTE]
[url]https://robertsspaceindustries.com/schedule-report[/url]
Also, this page'll be updating sometime later today, the page as of the time of this post is last week's update.
[QUOTE=Minelayer;52468530]Are there already people out there getting a leg up? Or are the playable things just teases of what's to come?[/QUOTE]
There's no permanent economy yet; money is wiped with every major patch, and ships aren't permanently lost if blown up. At the moment there are no lasting consequences to anything. If you log out and come back into the game you'll respawn at the good guy/outlaw (depending) respawn station no matter what you were doing before.
The next major patch, 3.0, is going to extend persistence to saving the locations of your ships (and you) between sessions, and insurance is also supposedly coming into its own for the first time.
To clarify, the way insurance is planned to work in SC is that if your ship gets blown up while insured, you file a claim for a replacement hull. The replacement ship has to come out of the economy, so a ship has to exist in the 'reserve' stock for insurance claims, and if it doesn't then it has to be built via the game's economic model. For small, common ships like Auroras, this should never be an issue as it's like finding a replacement for a Honda. On the other hand, an insurance claim on a sub-capital may take real-time days to fulfill.
In-game right now, insurance is more like a temporary fixed timer to prevent constant ship kamikaze, and you have to pay if you want to skip the cooldown. 3.0 will shift it to being more of a supply-and-delay model as intended for the long-term, but the exact details are TBA.
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