• Star Citizen Megathread - Fly FREE thru Dec 14th! Link in OP
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[QUOTE=FrankPetrov;47234172]That sucks. I probably won't be able to get it.[/QUOTE] Got a credit card?
So I was playing around with the holo viewer models and hacked this together [img]http://puu.sh/ghaxo/73a03dabc0.jpg[/img] Really hoping we can swap out manned turrets for unmanned/remote controlled ones, cause it makes the ship look a TON better, in my opinion. Also I think that the guns on the engine pods are actually planned, since they buffed the ship over the sale. (Flanks turrets) Also yes, that is the Avenger's nose gun, works a lot better than the current one (once again, in my opinion)
[QUOTE=archangel125;47234174]Got a credit card?[/QUOTE] Nope. Couldn't get one if I wanted to, I've tried.
[QUOTE=Korro Bravin;47234189]So I was playing around with the holo viewer models and hacked this together [img]http://puu.sh/ghaxo/73a03dabc0.jpg[/img] Really hoping we can swap out manned turrets for unmanned/remote controlled ones, cause it makes the ship look a TON better, in my opinion. Also I think that the guns on the engine pods are actually planned, since they buffed the ship over the sale. (Flanks turrets)[/QUOTE] Besides which, the Redeemer is a small ship, really not a whole lot bigger than a Cutlass. It ought to be operable and defensible by a single pilot.
[QUOTE=archangel125;47234193]Besides which, the Redeemer is a small ship, really not a whole lot bigger than a Cutlass. It ought to be operable and defensible by a single pilot.[/QUOTE] It is normally, I believe CR said that manned turrets get slaved to the pilot when not occupied, so it is still pretty viable with just a pilot. Really hoping it won't be too OP, cause the ship is supposed to have great speed, maneuverability, and the same shield class as a constellation IIRC. Also really glad they are doing modular ship interior components, and CR or whoever specifically talked about swapping out the marine bay for expanded cargo holdings, if I'm not mistaken. Would definitely be the first thing I do with mine when I get one in the PU. Marines don't need jump-seats, cargo crates work fine!
[QUOTE=Korro Bravin;47234232]It is normally, I believe CR said that manned turrets get slaved to the pilot when not occupied, so it is still pretty viable with just a pilot. Really hoping it won't be too OP, cause the ship is supposed to have great speed, maneuverability, and the same shield class as a constellation IIRC. Also really glad they are doing modular ship interior components, and CR or whoever specifically talked about swapping out the marine bay for expanded cargo holdings, if I'm not mistaken. Would definitely be the first thing I do with mine when I get one in the PU. Marines don't need jump-seats, cargo crates work fine![/QUOTE] I'm imagining it'll be the Hornet of large fighters. [editline]28th February 2015[/editline] I believe CR said they were working on a system that would have players inside a moving ship be in a separate worldspace so the momentum wouldn't throw them around when they're not strapped in, but it'd be pretty ridiculous if you had people just strolling around and scratching their asses on board a Cutlass or Connie twisting and doing backflips with their engines on full.
[QUOTE=archangel125;47234252]I'm imagining it'll be the Hornet of large fighters. [editline]28th February 2015[/editline] I believe CR said they were working on a system that would have players inside a moving ship be in a separate worldspace so the momentum wouldn't throw them around when they're not strapped in, but it'd be pretty ridiculous if you had people just strolling around and scratching their asses on board a Cutlass or Connie twisting and doing backflips with their engines on full.[/QUOTE] Shores of Hazeron does the same thing; it is perfectly easy to walk around on a ship even when the ship is under acceleration. You can even walk along the outer hull, provided you don't jump. At low tech levels, it is better to get out of a chair, open a side door on your ship and [I]shoot the enemy ship with your assault rifle[/I] while someone else flies than it is to use the clumsy turrets. STRAIGHT OUTTA COMPTON
[QUOTE=Saber15;47234389]Shores of Hazeron does the same thing; it is perfectly easy to walk around on a ship even when the ship is under acceleration. You can even walk along the outer hull, provided you don't jump. At low tech levels, it is better to get out of a chair, open a side door on your ship and [I]shoot the enemy ship with your assault rifle[/I] while someone else flies than it is to use the clumsy turrets. STRAIGHT OUTTA COMPTON[/QUOTE] We should try doing this in AC (assuming the mag boots work to this degree) considering how crazy powerful the pistol is.
I think some turrets don't require you to go inside, like the freelancer turrets. Better IMO, B29 ball turrets are just too damn big and the visibility is so lacking and kind of ugly in smallish ships.
I was really confused about everyone saying the SH was overpowered, I mean its literally a top of line best-that-you-can-get-that-isn't-military ship, its role is literally 'space superiority', it trades any other use for pure combat. Then I saw people were loading SHs will all S3 weaponry. I'm really glad I haven't went up against that yet.
[QUOTE=archangel125;47234193]Besides which, the Redeemer is a small ship, really not a whole lot bigger than a Cutlass. It ought to be operable and [B]defensible[/B] by a single pilot.[/QUOTE] Well, it [I]is[/I] a [B]gunship[/B], so I imagine at least a turret gunner or weapons operator (with several turrets/guns slaved) is going to be involved. Of course, you can always put well-paid NPCs there. [QUOTE=Korro Bravin;47234430]We should try doing this in AC (assuming the mag boots work to this degree) considering how crazy powerful the pistol is.[/QUOTE] A 10 for the Producers question about this kind of scenario was very supportive of the idea of EVA being a thing you can do effectively (in the right circumstances). Also, you should be able to, in theory, get out of your ship behind an asteroid, EVA over to an absent-minded miner's ship who hasn't noticed you're there, magboot your way over his hull to the cockpit, walk onto the cockpit glass, aim straight down at the top of his head, and BLAM.
[QUOTE=ntzu;47234499]I was really confused about everyone saying the SH was overpowered, I mean its literally a top of line best-that-you-can-get-that-isn't-military ship, its role is literally 'space superiority', it trades any other use for pure combat. Then I saw people were loading SHs will all S3 weaponry. I'm really glad I haven't went up against that yet.[/QUOTE] The loadouts as outlined on the ship stats page are reasonable. The exploit people were, well, exploiting, really wasn't. As things stand right now with a legit loadout, the Super Hornet's got firepower enough to go toe to toe with any of the smaller multi-crew ships, and that suits me just fine. A fully manned multi-crew ship would probably be a different story.
I wonder if NPC skill will be based on how well you paid/looked after them?
One thing I've wondered a lot about is how they'll differentiate between non-supercruise speeds for small ships vs capital ships. Capital ships won't be as agile, absolutely, but would they have a higher top speed? If not, what WOULD their max speed be? 50m/s would be pretty lame. And if they DO have a higher top speed than most fighters, how would those fighters launch from and land on said ship, or form a proper defensive perimeter? Imagine if the IFCS was capable of 'slaving' the ship to any sufficiently large reference body, such as a moon, planet, station or capital ship. That way it would be possible to move around said capital ship, while it was in motion, just like in the Squadron 42 trailer, without being left behind or getting too far ahead. In a zero-gravity vacuum, more than viable. In other words, 'zero' throttle while in this mode would actually have your ship moving at zero speed RELATIVE to the reference object. [QUOTE=KennyAwsum;47234574]I wonder if NPC skill will be based on how well you paid/looked after them?[/QUOTE] Confirmed, as far as I know. NPC crew will cost in proportion to their skill level.
[QUOTE=elixwhitetail;47234522] Also, you should be able to, in theory, get out of your ship behind an asteroid, EVA over to an absent-minded miner's ship who hasn't noticed you're there, magboot your way over his hull to the cockpit, walk onto the cockpit glass, aim straight down at the top of his head, and BLAM.[/QUOTE] I more meant that in AC right now we should have someone eject from their ship, float over to someone elses, and engage the mag boots that are already implemented. I found that they work for moving objects, tried it with the spinning thing on the station.
[QUOTE=elixwhitetail;47234522]Also, you should be able to, in theory, get out of your ship behind an asteroid, EVA over to an absent-minded miner's ship who hasn't noticed you're there, magboot your way over his hull to the cockpit, walk onto the cockpit glass, aim straight down at the top of his head, and BLAM.[/QUOTE] except for how cockpit glass is as strong as the rest of the hull in this :v:
[QUOTE=Korro Bravin;47234629]I more meant that in AC right now we should have someone eject from their ship, float over to someone elses, and engage the mag boots that are already implemented. I found that they work for moving objects, tried it with the spinning thing on the station.[/QUOTE] Now I want an AC gamemode that's Hide and Seek (and Destroy), only it's EVA pilots with the overpowered blaster vs a Cutlass with a lifeform/EM scanner. The Cutlass spawns 20km away from the base, the players all spawn at the terraformer in the center, and they have until the Cutlass shows up to scatter and hide and start taking pot shots at it when it gets there. It's advantageous to stick together, but not too close, so that you can lure the ship close and then ambush it. Rounds are 15-20min, but the Cutlass will be able to scan hiders down, so you can't just immediately fuck off and hide on an asteroid in the far corners of the map. Maybe players have to stay within a certain radius of the terraformer or something. I kind of like the idea of EVA pilots flying around a maneuvering Cutlass, like a swarm of angry bees, although this would also be risky since the pilot can ram you. However, if a few people could magboot on without dying, now the pilot's in trouble. [QUOTE=krail9;47234676]except for how cockpit glass is as strong as the rest of the hull in this :v:[/QUOTE] Devs have confirmed that you'll be able to kill a pilot with a shot through the cockpit glass, if the shot was perfectly lined up and timed. Remember that this blaster's able to fuck a 300i's wing in 5 shots, and I imagine there'll be reasonably strong armor-piercing sidearms eventually.
On a slightly different note, is anyone aside from myself... put out over the fact that non-Phoenix Constellation variants look like they've been pulled out of a scrap heap? I like a little wear and tear on my ships, but these things, by their textures, look like they've been through a decade or two of hard use. I'd prefer them to look *reasonably* new. This video, though in German, illustrates my point very well. [media]http://www.youtube.com/watch?v=XVwQabxjsts[/media] I'm sure it'll be fixed before too long, but it doesn't really fit their design philosophy so far of creating ships that their owners feel proud of.
[QUOTE=elixwhitetail;47234522]Well, it [I]is[/I] a [B]gunship[/B], so I imagine at least a turret gunner or weapons operator (with several turrets/guns slaved) is going to be involved. Of course, you can always put well-paid NPCs there. A 10 for the Producers question about this kind of scenario was very supportive of the idea of EVA being a thing you can do effectively (in the right circumstances). Also, you should be able to, in theory, get out of your ship behind an asteroid, EVA over to an absent-minded miner's ship who hasn't noticed you're there, magboot your way over his hull to the cockpit, walk onto the cockpit glass, aim straight down at the top of his head, and BLAM.[/QUOTE] Imagine getting a group of people together with MANPADS and just standing around on asteroids waiting for any unfortunate ships to pass by.
[QUOTE=elixwhitetail;47234522] A 10 for the Producers question about this kind of scenario was very supportive of the idea of EVA being a thing you can do effectively (in the right circumstances). Also, you should be able to, in theory, get out of your ship behind an asteroid, EVA over to an absent-minded miner's ship who hasn't noticed you're there, magboot your way over his hull to the cockpit, walk onto the cockpit glass, aim straight down at the top of his head, and BLAM.[/QUOTE] This is all I want. How much money does Chris Roberts need to make this a thing.
So, [URL="https://forums.robertsspaceindustries.com/discussion/236586/community-lore-builder-create-npc-distress-call-scenarios-add-tons-of-variety-in-the-pu"]I started another community ideas thread, this time based around distress call scenarios instead of wreckages[/URL]. A number of wreckage suggestions were not of wrecks but of live distress call scenarios, so there's interest in coming up with these ideas. But this time, because I cannot afford it, I didn't offer prizes up front. And it's dead on the table so far. Real disheartening to think that most people were only motivated by the chance of getting a $5 skin or drinks bar...
I made a thread on the Concierge forums. [quote]On this subforum, most of us don't need to hear this. Each of us has made a significant investment - some more than others. A few of us may have a hard time actually being responsible with our money. Hell, I'm one. (The first step is to admit you have a problem, right?) Either way, we've got more riding than most on the success of this venture. This is the age of Early Access and crowd funding, the age of 'Indie' gaming. In some ways, it's fantastic. Innovative games have been created, released, and have met with great success of the sort that may never have come to light if they were under the thumb of a publisher. This age has opened doors to game developers, given them the opportunity to do what they love and make a living - without submitting their intellectual property to the ownership of a soulless corporation, one with no concerns beyond their investors and their bottom line. On the other hand, this is also an age of disappointment, an age in which the old saying, "buyer beware", has been driven home time and time again. Many projects, even some with great prospects of success, have ended up as failures. Millions of dollars have evaporated, disappeared into the ether, or in rare cases, the pockets of unscrupulous shysters posing as developers. We know this. We work hard for our money, and even the most impulsive of spenders wouldn't throw their cash away for nothing. Why, then, do we back Star Citizen? Why do we spend more on this game than we've spent supporting any other? What was the recipe that made this, a game so ambitious as to make anyone skeptical, the single most successful crowd-funded initiative in human history? Let's not sell CiG short. They've got a brilliant marketing team. They know just how to make you drool over their shiny new ship, and check to see if you've got enough to put it in your hangar, but I think it goes deeper than that. Some of us played the original Wing Commander games. Many of us did not. It's a safe bet that we're all gaming enthusiasts, and we've all felt a disappointment in the games that the industry produces today. There are a few fresh ideas, and certainly some enjoyable titles, but they all feel mediocre somehow. None have attempted to push limits, to challenge conventions, to create a world we can lose ourselves in. Challenges are hard to come by. Win or lose, you can usually shrug it off and continue. Innovation and immersion are buzz-words thrown around without any real meaning. In this industry, it's easy to aspire to make a good game. Good games are a dime a dozen - It's hard to insist that good is never good enough. Star Citizen changed that. It is a game on a scope and scale, with a level of depth unlike anything that has ever been, or is likely to be attempted for a long time to come. And that's exactly why we care. We want this game to work, need it to succeed, because we want to find out just how far limits can be pushed, and just how powerful an experience a video game can be. That is why we've poured so much money into this thing. Chris Roberts, as corny as this sounds, you and CiG are now a symbol - not only of the power of crowd-funded gaming, but of what can happen when you take risks and dare to dream big. You've got a great team of people working to make your vision a reality. And if anyone can find a way to make it happen, it's them. Don't settle for mediocrity, don't compromise, and honor the faith we've placed in you. Make us proud.[/quote] Most of the replies so far have been in agreement but then there's these guys... [t]http://i.imgur.com/dbYdwHW.png[/t] Alas :v:
Sorry to post twice in a row, but if nobody else will post this I sure as hell will. Watch the latest 10FTC episode released on Monday evening. [B]64 bit is nearly complete. AC 1.1 will be running on double float precision framework[/B], albeit on the same maps. Guys, this is potentially huge. [media]http://www.youtube.com/watch?v=s_XND_PjFrE[/media] Watch from 16:59.
This game is really starting to come together. Can you believe there are still people out there who consider it vapourware?
[QUOTE=FlakAttack;47249625]This game is really starting to come together. Can you believe there are still people out there who consider it vapourware?[/QUOTE] You get idiots everywhere, really. After the huge disappointment Elite: Dangerous was (I believe someone on the RSI forums put it best - 'Mile wide, inch deep') I really need Star Citizen to succeed.
[QUOTE=FlakAttack;47249625]This game is really starting to come together. Can you believe there are still people out there who consider it vapourware?[/QUOTE] In fairness, the first half of 2014 was pretty rough for Star Citizen as features kept getting delayed. I could forgive some people being suspicious when Arena Commander was delayed by 6 months. The progress in the back half of 2014 and early 2015 though has been amazing. I said it before in this thread but I largely backed because a friend of mine wanted to play Arena Commander with me so I wasn't really on the hype train, and the state of AC when I pledged didn't help, but the past 6 months have definitely turned around that impression, to the point where I'm seriously considering pledging more. Very excited for where this game is going and it's nice to see them working hard with all that money they have sourced. [QUOTE=archangel125;47249679]You get idiots everywhere, really. After the huge disappointment Elite: Dangerous was (I believe someone on the RSI forums put it best - 'Mile wide, inch deep') I really need Star Citizen to succeed.[/QUOTE] If you asked me in November I'd say there was room for both games. 5 months later I look at the progress both have made and find it hard to imagine I'll be playing Elite over Star Citizen two years from now.
I loved Elite at the start. It was amazing to fly around. Dogfighting was fun with a joystick. But I couldn't fly with friends. Then I found that elite for me turned into a big grind to get bigger ships. It was the same thing over and over. Only change of pace was when I went to Sol. The stations there were awesome since they were different colors and stuff. Then back to the grind. Elite is missing so much Then I now jump back into Arena Commander and am struck in how beautiful it looks. I imagine how it will be with HOTAS and Oculus. Then I think about Planetside and Arc Corp. I just get so excited for this game. My roommate and I talk for hours on things we cannot wait to do in the 'Verse. I look at my ships I invested in and I know I do not regret buying any of them. SC deserves the crowdfunding. They care so much on making the best possible game.
[QUOTE=archangel125;47248133]Sorry to post twice in a row, but if nobody else will post this I sure as hell will. Watch the latest 10FTC episode released on Monday evening. [B]64 bit is nearly complete. AC 1.1 will be running on double float precision framework[/B], albeit on the same maps. Guys, this is potentially huge. Watch from 16:59.[/QUOTE] I have real trouble placing that guys accent. It's like a American/English hybrid. [editline]3rd March 2015[/editline] Actually a quick Wikipedia search reveals he was born in the US but grew up in Manchester... Well now... thats interesting.
[URL="https://soundcloud.com/e-m-saldanha"]I've been told in the past that I have something of a striking voice[/URL]. I've also been told that I write well. When Arena Commander 2.0 comes together later this year, if we already have the FPS/Planetside module, and once both are in a relatively stable condition, I'm going to put together a YouTube video - One on what was promised, the arguments made against the success of the game by naysayers - and how far we've come in such a short time. Hope you guys will share it if you like it.
[QUOTE=archangel125;47250042][URL="https://soundcloud.com/e-m-saldanha"]I've been told in the past that I have something of a striking voice[/URL]. I've also been told that I write well. When Arena Commander 2.0 comes together later this year, if we already have the [B]FPS/Planetside [/B]module, and once both are in a relatively stable condition, I'm going to put together a YouTube video - One on what was promised, the arguments made against the success of the game by naysayers - and how far we've come in such a short time. Hope you guys will share it if you like it.[/QUOTE] Whenever I read that I'm stuck thinking of planetside 2... What I would give to have a large scale open warfare game like planetside 2 happening on a few planets within the game world of a game like Star Citizen. Having space supply lines and space combat impact the result of land warefare making for a 3d logistics experience would be pretty neat, those space euro truck simulator players would be incredibly valuable as they supply munitions, troops, vehicles and other supplies to the front lines, meanwhile the ground forces have captured factories and refineries that supply the spacers with cargo to be taken to off-world stations to be processed into other goods.
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