• Star Citizen v. Parker Terrell is an inside job
    252 replies, posted
https://www.youtube.com/watch?v=_HL4ZpNHg0E https://www.youtube.com/watch?v=HGDzedGcmL0 https://www.youtube.com/watch?v=0k2jhyOqSNM And here are a few of my 3.5 PTU screenshots. https://files.facepunch.com/forum/upload/2304/30af9ccd-43bd-4af6-95d7-1552ce8c3a70/ScreenShot0375.jpg https://files.facepunch.com/forum/upload/2304/858e60ed-6e8d-42ee-9147-de3088a4d839/ScreenShot0380.jpg https://files.facepunch.com/forum/upload/2304/7ac9362d-562f-4669-830e-a4db88b3176b/ScreenShot0364.jpg https://files.facepunch.com/forum/upload/2304/0fec0526-cf91-4dd7-9ab3-e262aa7226b6/ScreenShot0367.jpg https://files.facepunch.com/forum/upload/2304/c0fc249e-93c1-4827-9212-9580b681235b/ScreenShot0325.jpg https://files.facepunch.com/forum/upload/2304/70841f9b-33cc-4f6e-8598-ac6c9c1eaf2c/ScreenShot0467.jpg https://files.facepunch.com/forum/upload/2304/bf6a0482-2608-4f03-bfeb-cd7110f2903d/ScreenShot0488.jpg https://files.facepunch.com/forum/upload/2304/56fdf2cd-96f7-4617-b411-32318dda3b34/ScreenShot0469.jpg https://files.facepunch.com/forum/upload/2304/eaee1ad6-c4a0-42b4-9145-ad656e3fa893/ScreenShot0461.jpg https://files.facepunch.com/forum/upload/2304/d9347e77-f232-4192-ad5e-e2fca1d24ef3/ScreenShot0454.jpg https://files.facepunch.com/forum/upload/2304/37b38102-c616-475d-b426-2882b5c317c7/ScreenShot0436.jpg https://files.facepunch.com/forum/upload/2304/65c424db-f910-4a7e-b369-691f6be9b161/ScreenShot0426.jpg
https://files.facepunch.com/forum/upload/107007/a50bce78-7dea-43af-9e33-bdfe467c5dd0/ScreenShot0018.jpg https://files.facepunch.com/forum/upload/107007/1e23626e-133a-41fb-83d2-4ff5ffddffc2/ScreenShot0041.jpg https://files.facepunch.com/forum/upload/107007/0dfdf0bb-21e3-4def-a187-7b051d4957d3/ScreenShot0070.jpg and my son https://files.facepunch.com/forum/upload/107007/497721f0-407d-4ec6-a6d5-bb3d04b81490/image.png be free https://files.facepunch.com/forum/upload/107007/b8f72e9f-be8a-485d-a36f-7de229f4fa1b/ScreenShot0124.jpg
Oh, I almost forgot, and it's good that it's in a separate post for visibility, instead of being crammed between 3.5/Corsair concept screenshots and AtV episodes. In May 2017, CIG announced a sunset to $0 CCUs. That is now happening. Here is the Spectrum post. TL;DR the original 05/2017 announcement post is screenshotted and attached for ease of reference On April 3, all $0 CCU SKUs will be removed from the pledge store On May 1, all unused $0 CCU tokens will be globally deleted from backer accounts CIG needs to be able to plan for what the pledge ship distribution is going to look like, and CCUs in the system generate a lot of ambiguity since they can be applied at any time -- and as the original post details, a core group of CCU exploiters in the grey market stockpiled literal thousands of every single one so they could profit from any CIG price increases.
I logged into the PTU and saw this in my hangar https://pred.me/pics/1553978502.png hmmmm, weird. how did this happen?
PTU icons for any shit in your hangar is more often than not going to have some kind of placeholder that has literally nothing to do with the item it's attached to. I don't have any screenshots, I don't think, but it's been happening for years, since they started doing PTU and put the PTU website up.
https://www.youtube.com/watch?v=HJuL2MfPEdk I'm sure a lot of people have seen this already, but it's fantastic. Also gets me wondering, are there going to be dedicated atmospheric vehicles in SC? It'd be interesting if there were, say, some kind of futuristic jet fighter that could outperform space vehicles within the atmosphere, or if there were non-spacefaring vehicles that are much, much cheaper than multirole spaceships.
Specifically (suborbital) aircraft? No idea. Though, the VIP event coinciding with Gamescom is said to have information on Aegis' "newest project" which could be literally anything. People are speculating that it's a new capital ship, which is quite possible since the reveal is going to be at a Concierge (i.e. whales) event, but it could be a completely new gameplay aspect -- such as atmospheric-dedicated vehicles. The lore specifically includes various sleds and skimmers that're basically equivalent to cars for planetbound commuters (the AI in ArcCorp need a way to get to work), but no idea if CIG will actually see gameplay value in adding one for players.
https://streamable.com/kugn7 https://i.imgur.com/oiEgwwI.png The Mustang is the greatest ship ever produced.
I started playing elite dangerous about a week ago, and it's got me curious where star citizen is right now. Have things progressed past being a pretty tech demo yet?
not really but kinda? you can mine, haul cargo, do missions, fight other players, trade goods and a few other basic things. there's also Star Marine and Arena Commander which is the FPS module and dogfighting module respectively. so there's a few gameplay loops in the game right now but they're very barebones and often broken.
As vlad said, yes and no. There are several kinds of missions, and more mission givers are being added as they add more areas. Here are all of the unique ship hulls that you can fly in the game: https://i.redd.it/0fyb0t4t4aq21.png With the exception of dogfighting and hauling cargo, none of the role/career gameplay all these ships depend on (for example, gas harvesting/refining, salvaging) are implemented. Combat is also unbalanced, and the flight model is undergoing an overhaul in the imminent patch being tested. Personally, when I get on, if I'm not with other people I just go sightseeing, in space and on moons, because travel times are long enough that engaging in (broken) combat is pointless at this point in time. Development continues, and the roadmap for the next year is online (currently not updated for Q1 2020, coming asap).
Is there a way of knowing how my hardware will handle star citizen?
One way is to use the telemetry and look for performance others are getting with similar specs as yours https://robertsspaceindustries.com/telemetry
the simpler answer is just not to upgrade your hardware just to play SC. In the very least wait til you have a firm release date on Squadron 42 or at least for the persistent universe to move to beta stage
I appreciate the info! How big is the game exactly? Elite has an entire Milky Way to wander thru, although most of it is completely devoid of NPC and Player activity. There are landable planets out the ass but again they're mostly empty and only really good for doing flips in the lander vehicle.
scale is a smoke and mirrors sense of scale when it comes to leaving everything to raw procedural generation. Elite is largely just a few singular points around a system, with events spawned at random as you're searching for them. It provides plenty of suspense and mystery though! And for fair comparison, There's quadrillions of stars in No Man's Sky and once you've been to half a dozen systems you've seen a GOOD chunk of what it has to offer and only move on for sake of story progression and finding just the right aesthetic area to form a base At the moment, by those metrics, SC is hilariously tiny. You're in one solar system due to how they're testing things at a variety of scales, BUT they're building and changing core systems of tech with each location and its moons. It's ramping up in speed and we should see the system fleshed out pretty soon, at which point other systems should pop up with speed and efficiency. The system is tech-dense (it was basically a pre-destined testing ground with the lore having 4 extremely tech heavy corporate-owned planets in a single area) so it's quite the steep climb for the content teams in the immediate future. There's plenty of tasks to take on both from random job listings to in-person requests from quest-givers. Visiting planetary/moon surfaces is important for cargo haulers, delivery missions, FPS gameplay (largely on Hurston with its underground bunkers), there's a diverse amount of surface-side locations to just kind of experiment with and touring around. If ever you want a bit of a tour you could probably drop by the discord on a weekend and check in, I stream now and again (especially around new patches, because hey everybody's having fun) and can be sure to take the scenic routes around
Two answers to that question and neither's short. Right now: One star system with two planets, a handful of moons with anywhere from one surface outpost to a whole pile (including unmarked secret drug labs which are the most profitable but high risk income sources, a few major space stations (ones you can spawn in/are of unique significance) and a bunch of minor ones (truck stops, comm relays). There are now two planets with breathable atmosphere and navigable terrains, with missions that populate locations on them, along with the moons (which have atmospheres varying from nearly none to Mars-like). The planets have each have a major city zone that is significant in size for access to mission-givers, shops, and eventually future gameplay use. Two more planets and their accompanying landing zones and moons are coming in Q4/Q1 2020, as of today's roadmap update, bringing the system up to three Super-Earths and a terraformed gas giant (floating platforms in the breathable upper atmosphere) and frankly lots of moons, stations, and other shit. Not every system will be full of habitable planets like this; some will be pretty empty with as little as one pirate station and an asteroid belt that's been picked clean (but with who the fuck knows waiting to be found). The future: 100 star systems have been promised in the crowdfunding goals, some with populated planets, some with only barren planets, some with who the hell knows and we'll find out when we fly there. Each system should have tons of handcrafted stuff in it, as the devs are focusing on large authored systems instead of a gigantic galaxy of algorithmically-generated systems the way Elite does. Here is a fan-made chart showing the distribution of star systems by the furthest celestial body according to the current data available in the public starmap. https://files.facepunch.com/forum/upload/2304/b6fd6651-270f-4413-878f-0236124f0486/image.png That red system past 300 AU is Helios system. On top of the systems being anywhere from kinda big-ish to fuckhuge, the game's intended to have lots of AI encounters. The universe should have a population of 10 AI agents for every player -- these agents are to be simulated on the backend by an offline simulation that updates the state of the gamewide economy every so often (every 5 minutes, 30 minutes, whatever), and some of those AI will be ship pilots of various kinds in space. Once the sim's hooked up, when a player flies into a region of space the game server will query the simulation to see what kind of AI might be found there, and if the sim says that there are two pirates and a civilian the server might spawn two pirates attacking a civilian freighter in front of the player. If the player kills the pirates, that's sent back to the simulation as -2 pirates in that piece of space; in this way, the simulation keeps the game from seeming empty while also being reactive to player input. TL;DR Star Citizen's aiming for 100+ systems crammed full of stuff to do and AI to see and possibly shoot at/run away from.
Hey guys, so I backed this game a long while ago, and I was just wondering: is it possible to exchange the ship I have as part of my game package for another ship? I can't seem to find a way to on the website. Here's a screenshot of my game package: https://i.imgur.com/1DlsO09.png
I'm only following development from afar compared to some here, so I may be wrong, but I'm pretty sure you can exchange that for the other starter ship line, the Mustang.
You can. I have an old package as well. If you go to the store and click on the ship upgrades there's the option. It will give you a list of ships you own including any that are in a package. Bear in mind that you can only change to something of equal or greater price. Not a problem for your Aurora, but something to keep in mind for the future.
I was on mobile earlier so it was a pain to get the right link, but yes you can and here's how: https://robertsspaceindustries.com/pledge/ship-upgrades You can get there by going to the main website, clicking 'pledge store', and then Ship Upgrades were it says "All \/ Game Packages Ships Ship Upgrades etc." You choose your ship on the left (you can also choose specific X->Y options by unchecking the 'my ships' box) and the ship you want on the right -- from the ships currently available -- and the website will charge you the difference in cost. Many ships are only brought back for sale for limited times during the year, some only once a year (if at all) during the anniversary event in October-November. $0 CCUs are dead now, and any unused stockpiled $0 CCUs will be nuked from accounts in a few weeks, so now it's just "greater price". CIG announced the end of $0 CCUs in May 2017 and they're finally moving forward with it.
Is it worth buying a ship yet? Progress on the game looks great and I'm glad they finally got the ball rolling, but I'm concerned about the amount of funds they've gone through and that there's not much left now. I'd rather not get an Aurora, but anything higher than that and I'd be really upset if the PU never came out.
That depends on how enthusiastic you are for the early access experience. The game is not in a finished condition rigtht now, things like combat balance aren't locked in yet. There's only so much to do between running simple fetch missions and sightseeing, for the moment. On the other hand, they're not about to run out of cash. Here's the financials up to the end of 2017 so you can judge for yourself how the money's been spent so far. And here is the development roadmap for both the next year of PU development and the current schedule for SQ42 release in late 2020. The roadmap for the next year is all about drilling in the SQ42 experience, as it were, and the corresponding features and improvements flowing to the PU as well. There's also no need for anything beyond a basic package since everything is to be obtainable in-game, so getting just an Aurora is fine if you don't want to spend anything more on the game.
Did a rough guesstimate, with the recent cash influx they should be about $50m in the green, assuming there's been no significant drop-off in pledge count since 2017. That's pretty promising, honestly. I've noticed that Squadron 42 is really far behind on the Roadmap schedule. 14 out of 19 goals for Q1 2019 are incomplete. Have they just not updated their website recently or something?
The roadmap's last-updated time is given on the website; they update Fridays. However, that being said, right now is when they're strategizing for the next 12 months and planning out the rough schedule targets for the current status of things, as the 3.5 patch is about to drop and clear those goals out. This means that Around the Verse, the weekly Thursday official news show the devs put up on YouTube, is on pause for a few weeks, because it's stressful for devs to have something interesting to show while there's a huddle working out adjustments to planning right after the big patch. The PU roadmap skipped a week because they didn't have the final info locked down for Q1 2020 for similar reasons. It's possible that the SQ42 roadmap is now going through the same dusting and tweaking, and it's also possible that they just didn't quite hit the targets for all of the missions by the deadline. However, keep in mind that things don't get crossed off the mission phase chart unless that phase is 100% done; something that's 98% done and waiting for someone to come back from vacation and fix Gillian Anderson's mocap character's face in a scene for that last 2% is effectively 100% even though numerically it's not. We don't know, from the simple chart info, why things aren't all 100% closed out on Q1 '19, but it could be a number of things ranging from hrrrrm concerning to literally nothing. btw that $40-odd million cash influx is meant to cover marketing costs for Squadron 42 as they start early prep for release in ~2 years. CIG's roughly breaking even at the moment, though that's very rough napkin math because it's not like they're showing their live financials the way they opened up the 2012-2017 books so I don't actually, y'know, know anything for a fact. Concept sales can be expected to continue at their usual place this year.
It will probably come out, the question is just the quality. Combat has been on a downward spiral getting worse since 3.0 now, both because bugs are accumulating and design is starting to design around those bugs with features like autoaim layers on everything, low *real* time to kilss to compensate for extremely high effective ttks due to basic things like hitreg not working. I wouldn't even recommend a starter package at this point let alone anything more, but it depends what kind of gameplay you're interested in.
I found some old gameplay of me in 2015, might be interesting to compare https://www.youtube.com/watch?v=fq4dpHLBoH0
3.5 is live! https://robertsspaceindustries.com/spectrum/community/SC/forum/4/thread/star-citizen-alpha-3-5-0-live-1460999-patch-notes This patch adds the reworked 300i, the MISC Reliant variants, and the planet ArcCorp with landing zone Area 18. The most important thing to know, if you haven't been paying attention, is the flight model overhaul: IFCS Update All ship thruster output and tunings have been reworked for a more drifty feel. IFCS netcode has been updated for more efficient performance. ESP has been updated for new flight tunings. SCM and PRE bespoke modes have been removed. "Afterburner" as has been removed. Comstab has been removed. "Boost" is now referred to as "Afterburner". Added “speed limiter” functionality The speed limiter is a preset velocity that is applied to all strafe directions and is controlled independently of ship motion. Core ship movement is now controlled via "strafe" in the desired vectors. Additionally, there is a "cruise control" (C key) toggle that activates automatic thrust forward for longer distance travel. Velocity is now shown as actual velocity. Ship audio has been reworked including new thruster audio, new ship sounds, and audio linked ship vibration. The center flight HUD has been reworked to better fit the updated flight model. Atmospheric flight has been re-tuned and now includes lift in .addition to drag. Gravlev control has been reworked. Oh, and there are now automated gimbals. You can toggle them on and off with R in ships with gimbals. The keymap is different all over again, as usual. Y is now the toggle for 'get out of seat'. Remember to delete the USER folder.
Unlocking PVP bounty requires the player to complete any local security mission (Crusader, Hurston, or Blackjac security) and unlock the North Rock intro mission. Completing the North Rock intro mission unlocks PVP bounties for players with wanted level 2 or higher. YESSSSSS
besides the 'public enemy' wanted lv5 player showing up for everyone, there WAS a short period where other players would end up with bounties. I thought it chose from the highest wanted, not sure how I feel about lv2's being on the hitlist given that's like, landing without requesting permission twice
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