Star Citizen Megathread - Fly FREE thru Dec 14th! Link in OP
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[QUOTE=thisguy123;47281163]Funny how by what I've seen the FPS module is little more than a run of the mill FPS[/QUOTE]
Even CR would have a hard time trying to innovate in this bloated genre
[QUOTE=ScottyWired;47281180]Even CR would have a hard time trying to innovate in this bloated genre[/QUOTE]
True but I think literally being able to throw someone out the airlock is a bonus point...
AND then said spacing victim magbooting onto the hull, running around the other side, going back in and throwing YOU out the airlock.
I want to make the case it's way better than the 'average' FPS. Gonna link a couple videos here. Watch them, you'll love it.
[media]http://www.youtube.com/watch?v=xbevrR-ylDo[/media]
and second,
[media]http://www.youtube.com/watch?v=fd0oaKLgjgE[/media]
For a space sim, they put quite a bit of effort into the first person shooter module. It's not ArmA level, but quite satisfactory just the same.
[URL="https://i.imgur.com/obh2516.png"]IXM Scimitar confirmed[/URL], although not for fucking a while. Potentially not before pledges shut down for 1.0 launch.
And, actually, that brings up an idea for how CIG could generate money post-launch. We know they'll be continuing to make ships after launch and after wave 4 (the last ones we voted on, including the MISC Reliant two-seater Xi'An-tech starter ship), but they want to shy away from selling ships if they can to avoid the P2W scenario from becoming more true.
What if [I]concept sales[/I] remained in effect, but that's the [B]only[/B] time you can spend real cash on a ship until you're able to blow cash on UEC to get it faster in-game? The concept stage is when CIG really needs the money, because that's when they need to justify budget increases to hire more staff to work on the pipeline and to commission outside contractors to help. Once a ship's hangar-ready, additional sales are either helping recoup shortfalls in the cost to make the ship if it didn't sell enough to cover (a lot of ship sales are on store credit, remember) or put into the backer money bin for overall project funding.
Now, you could say this is still a P2W situation, but unless the pipeline gets mad efficient and they don't cut/retask any ship pipeline staff, it's still going to be a minimum of eight-nine months for a ship to go concept to flyable unless it's a very small and simple ship (and then who gives a fuck, an M50-sized starter ship is not P2W when it's two years after launch and everyone's got a Hornet if they want one). There'll be toooooons of time for the in-game economy to react and for players to prepare for the incoming new ship, and if the concept sale window is only 10 days as is usual for now, it's a fairly narrow window for exploitation. CIG would be able to detect anomalies (like a throwaway account stockpiling a powerful ship on an IP range with a history of grey market activity) and deal with them, because it'd be the only ship being sold.
Also, battle arena matches will be 16x16 in the Ender's Game map.
The moment the fps module drops and is stable enough for private multiplayer matches on that map, FPCorp needs to have a tournament.
We could have real prizes, too. For example, we work out whatever scoring system (a kill is 1 point, getting through the gate for the round win is 5, or whatever) and decide that a prize goes to the match MVP, and a smaller prize for the MVP on the opposing team. Alternatively, if we have enough for a ladder tournament, prizes for the winning team with smaller prizes for the runners-up, or w/e, with a prize for overall tournament MVP.
And then everyone kicks in $5 to enter and the prize cash goes towards RSIstore loot for the winners. Assuming we took in enough entry fees, how awesome would it be for the overall MVP to get a 300i or something?
Maybe a prize can be gold member if the winner doesn't have it, but that's tooootally not my decision.
[editline]8th March 2015[/editline]
[URL="https://robertsspaceindustries.com/comm-link/transmission/14532-Galactic-Guide-Accelerated-Mass-Design"]Oh, and the Jump Point lore article about Accelerated Mass Design is now on the Comm-Link.[/URL]
CIG leaves the door open to future partnerships with AMD at the end of the post: [sp]"Industry rumors even claim that the company is strongly considering taking their experience with Consolidated Outland to the next level and designing their own spacecraft. Recent hirings, which have brought engineers away from both Roberts Space Industries and MISC, seem to support this idea. Could Accelerated Mass Design create their own kit spacecraft, or even a dedicated luxury vehicle produced in extremely limited numbers? Perhaps -- the sky is the limit!"[/sp]
I might drop money on this game once the FPS module hits...
[QUOTE=archangel125;47281556]I want to make the case it's way better than the 'average' FPS. Gonna link a couple videos here. Watch them, you'll love it.
For a space sim, they put quite a bit of effort into the first person shooter module. It's not ArmA level, but quite satisfactory just the same.[/QUOTE]
The mechanics may be deep and complex, but the FPS mechanics look clunky as fuck. The movement physics are awkward and the animations even more so.
ArmA is possibly the [I]worst[/I] source of inspiration for controls - even in ArmA 3 it's needlessly convoluted and clunky. S.T.A.L.K.E.R. has a similar level of complexity in firefights but handles so much better.
Also I've said it before but Chris Robets accent is odd, every other word flits between a british accent ad an american one.
The appearance of awful controls in the videos are made so much worse by the players being absolutely terrible.
This game takes forever to load if anyone has tried playing it, it's not my computer's fault, but I found out the Crysis engine has to decompress pak files to load the game, which makes it very slow regardless... I am looking for a way to just decompress the pak files by default and have the game load still. Anyone got ideas?
[QUOTE=Starsmine;47282960]This game takes forever to load if anyone has tried playing it, it's not my computer's fault, but I found out the Crysis engine has to decompress pak files to load the game, which makes it very slow regardless... I am looking for a way to just decompress the pak files by default and have the game load still. Anyone got ideas?[/QUOTE]
Perhaps you can extract the contents of the .pak files, zip it with very low compression settings and then rename the file to .pak..
I have no idea if it'll be faster, but it will take a lot of space.
An alternative would be an ssd, or a ramdrive.
You could have the low compression files on a ramdrive if you had enough ram. (I wish)
[QUOTE=Saber15;47282917]The mechanics may be deep and complex, but the FPS mechanics look clunky as fuck. The movement physics are awkward and the animations even more so.
ArmA is possibly the [I]worst[/I] source of inspiration for controls - even in ArmA 3 it's needlessly convoluted and clunky. S.T.A.L.K.E.R. has a similar level of complexity in firefights but handles so much better.[/QUOTE]
Someone correct me if I'm wrong but I think the current FPS animations are all placeholders until they get the motion capture done.
Loading the game partially from a ramdrive doesn't make my loading times shorter, I think taking 3 out of my 8 gigs is hurting more than it helps.
[QUOTE=mu ha ha;47283282]Loading the game partially from a ramdrive doesn't make my loading times shorter, I think taking 3 out of my 8 gigs is hurting more than it helps.[/QUOTE]
Considering 8GB of RAM is the minimum spec, it won't help you much at all.
[QUOTE=Linkage;47283253]Someone correct me if I'm wrong but I think the current FPS animations are all placeholders until they get the motion capture done.[/QUOTE]
FPS module includes new mocapped animations, smoother walking was explicitly shown off at the PAX East demo. The next mocap stuff scheduled is all SQ42.
[QUOTE=elixwhitetail;47283408]Considering 8GB of RAM is the minimum spec, it won't help you much at all.
FPS module includes new mocapped animations, smoother walking was explicitly shown off at the PAX East demo. The next mocap stuff scheduled is all SQ42.[/QUOTE]
Yeah, I wish I had more RAM to test this on.
[QUOTE=thisguy123;47281163]FPS module is little more than a [B]run of the mill FPS[/B][/QUOTE]
I'm getting mixed messages here
[QUOTE=thisguy123;47281193]True but I think literally being able to throw someone out the airlock is a bonus point...
AND then said spacing victim magbooting onto the hull, running around the other side, going back in and throwing YOU out the airlock.[/QUOTE]
[QUOTE=thisguy123;47282887]I might drop money on this game once the FPS module hits...[/QUOTE]
[QUOTE=ScottyWired;47283556]I'm getting mixed messages here[/QUOTE]
Caveat here "From what i've seen"
then I saw some more things...
[QUOTE=elixwhitetail;47282196][URL="https://i.imgur.com/obh2516.png"]IXM Scimitar confirmed[/URL], although not for fucking a while. Potentially not before pledges shut down for 1.0 launch.[/QUOTE]
I'm really stoked about this. I absolutely LOVE the look of that ship. As unlikely as it may be I really hope they have a sale of it before they shut down pledges so I can do a CCU from my Constellation.
[QUOTE=Saber15;47282917]The mechanics may be deep and complex, but the FPS mechanics look clunky as fuck. The movement physics are awkward and the animations even more so.
ArmA is possibly the [I]worst[/I] source of inspiration for controls - even in ArmA 3 it's needlessly convoluted and clunky. S.T.A.L.K.E.R. has a similar level of complexity in firefights but handles so much better.[/QUOTE]
The thing about ArmA is that it looks natural from a third person perspective. There is absolutely no way to make an FPS that shares a first and third person view model that is NOT clunky, because that's how humans move. There's still a huge - and I mean HUGE - following for the ArmA series because it's considered one of the highest fidelity infantry simulations in the world. If that's what Chris Roberts is going for, I'm behind him one hundred percent. STALKER is an arcade game by comparison.
Besides, Chris isn't looking to ArmA for controls. He's drawing inspiration from ArmA 3 for animations, the controls themselves will be much simplified by comparison.
That suits me just fine.
Trouble is, I know a lot of people on SC's forums are going to be complaining about the exact same thing, and I pray Chris Roberts doesn't cave.
[QUOTE=elixwhitetail;47282196][URL="https://robertsspaceindustries.com/comm-link/transmission/14532-Galactic-Guide-Accelerated-Mass-Design"]Oh, and the Jump Point lore article about Accelerated Mass Design is now on the Comm-Link.[/URL][/QUOTE]
Was just reading that and saw this:
[img]http://i.imgur.com/8BPS8t8.png[/img]
[QUOTE]that evokes nothing [B]32short[/B][/QUOTE]
[img_thumb]http://media.midwayusa.com/productimages/880x660/Primary/662/662194.jpg[/img_thumb]
Was someone thinking about firearms while writing that article?
[QUOTE=elixwhitetail;47282196][URL="https://i.imgur.com/obh2516.png"]IXM Scimitar confirmed[/URL][/QUOTE]
I actually... don't at all understand the appeal of that ship. And I understand I'm part of a minority here.
It's certainly got a lot packed into a small package, but beyond that I really hate the design. The ship I most wanted to see in-game, beyond even the Redeemer or the Boomslang, was Team Shimapan's Drake Brutus, now (more fittingly) called the Drake Condor.
[media]http://www.youtube.com/watch?v=gEExeBzEGMM[/media]
The ship I least want to see is that horribly tacky Halo Pelican ripoff that somehow won third place.
I agree totally
IXM's is rubbish, they're clearly very talented, the attention to detail is awesome, but the design is just utter shit
shimapan was easily the best IMO, aside from a few little annoyances (eg the unfitting/impractical detachable pod, bizzare cargo ramp), it's the only one I'd want to see in-game
[editline]9th March 2015[/editline]
it's an absolute crime that 3dingo's unfinished heap of shit got 3rd
[QUOTE=Harnbrand;47286263]I actually... don't at all understand the appeal of that ship. And I understand I'm part of a minority here.
It's certainly got a lot packed into a small package, but beyond that I really hate the design. The ship I most wanted to see in-game, beyond even the Redeemer or the Boomslang, was Team Shimapan's Drake Brutus, now (more fittingly) called the Drake Condor.[/QUOTE]
The Scimitar actually kinda reminds me of the EDF from Red Faction Guerrilla. I wouldn't mind seeing the Brutus/Condor put in game, but I'd like to see something done with the back end. It bothers me the way it just kind of ends.
[QUOTE]The ship I least want to see is that horribly tacky Halo Pelican ripoff that somehow won third place.[/QUOTE]
It was a very "safe" design to put it lightly. I think the reason it made it so far is because it drew a lot on a design people already liked and were familiar with.
I wouldn't say IXM's is rubbish, per se... just that it completely lacks personality. But nothing was quite as awful as 3Dingo's model.
[editline]9th March 2015[/editline]
[QUOTE=Dispenser;47286303]The Scimitar actually kinda reminds me of the EDF from Red Faction Guerrilla. I wouldn't seeing the Brutus/Condor put in game, but I'd like to see something done with the back end. It bothers me the way it just kind of ends.[/QUOTE]
They've actually revised the design quite a bit and given it a bit of a tail now, and also redesigned the weird folding ramp so it slides out instead. Check the thread on the RSI forums!
[t]http://i.imgur.com/AID5f5f.jpg[/t]
I can't believe I've missed out on Star Citizen for so long, especially since it has every one of the elements from Star Wars: Galaxies that I loved and more.
So many people called it vaporware that I didn't even consider checking it out... glad I finally fixed that.
I never played Star Wars galaxies, but it's often used as a point of comparison. What made it similar to Star Citizen?
[QUOTE=Harnbrand;47286550]I never played Star Wars galaxies, but it's often used as a point of comparison. What made it similar to Star Citizen?[/QUOTE]
Being able to explore space and planets, how most of the game is in the player's hands, and owning / customizing / piloting multi-crewed ships.
The thing that always got me about SWG though is that if I had a YT-1300 I could fly around in space all willy nilly but also leave the cockpit and wander around the ship by myself or with people I invited.
It's no longer about just being another pilot wandering the galaxy shooting other fighters, it's about being a smuggler, a trader, a salvager, being whatever you want to be, which is very much what original SWG was all about.
I haven't done too much digging yet, but I really hope Star Citizen has a robust character creation system and lets us customize our ships (weapon racks, armor stands, furniture) like SWG. Then I'll [I]really[/I] be hyped!
And I don't know why, but the ability to wander around my ship adds such a great level of immersion.
[QUOTE=Harnbrand;47286304]I wouldn't say IXM's is rubbish, per se... just that it completely lacks personality. But nothing was quite as awful as 3Dingo's model.
[editline]9th March 2015[/editline]
They've actually revised the design quite a bit and given it a bit of a tail now, and also redesigned the weird folding ramp so it slides out instead. Check the thread on the RSI forums!
[/QUOTE]
That looks so much better than the last I saw of that ship. Really Hoping it makes it in at some point.
[QUOTE=Falstad007;47286606]Being able to explore space and planets, how most of the game is in the player's hands, and owning / customizing / piloting multi-crewed ships.
The thing that always got me about SWG though is that if I had a YT-1300 I could fly around in space all willy nilly but also leave the cockpit and wander around the ship by myself or with people I invited.
It's no longer about just being another pilot wandering the galaxy shooting other fighters, it's about being a smuggler, a trader, a salvager, being whatever you want to be, which is very much what original SWG was all about.
I haven't done too much digging yet, but I really hope Star Citizen has a robust character creation system and lets us customize our ships (weapon racks, armor stands, furniture) like SWG. Then I'll [I]really[/I] be hyped!
And I don't know why, but the ability to wander around my ship adds such a great level of immersion.[/QUOTE]
That sounds amazing. Is it still playable in any form?
Not really. There are emulations of it. But the people have to recreate everything. Something about SWG source being deleted or MIA.
I don't know that we'll have tons of customization in our ships as far as furniture and other decorative touches, but we will have that for our hangars; your hangar is your home and your storage inventory for things too large to fit in your pocket .
However, you'll be able to do a lot of customization of role for ships, with the new modularity system. Swapping out interior modules (e.g. replacing the cargo hold of a Constellation with a medical bay for a mobile ambulance ship in order to support an assault on a player-controlled space station) will go a long way towards players making their ship into exactly what they want.
There will also be boarding and fighting for ship control, and on larger ships, the crew will be able to use the ship itself a defensive weapon. For example, boarders get into a section of the ship. An on the ball security officer could shut down the lighting in that area, seal the door from that section into others, and then expose the hallway the intruders are in to vacuum and suck them out into space.
Fighting inside ships is risky, too, as you might shoot something important or breach the hull.
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